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Found 2196 results

  1. Rudolph

    Scythe *Sigh* Syke!

    Yeah, that, I figured as much. Anyway, I have beaten the map on UV. It still took me a few tries, usually because of a stray Cyberdemon rocket or me trying to use as few Megaspheres as possible, but I did it. Letting the mob on the starting platform fight among each other in addition to exchanging fire with the Cyberdemons on the other side of the canyon made things considerably easier for me. By the time I got to the exit, I had still plenty of power-ups lying around.
  2. Salt-Man Z

    What are you playing now?

    Finally started playing The Wayfarer. Not a fan of hot starts with mobs of enemies in my Heretic WADs, but once that settled down I really enjoyed the first map.
  3. Aaron Blain

    should i beat wolfnestein 3d?

    Get good at strafing in and out of cover by gesturing the mouse and the retail levels are so easy that you will beat them all in a few hours. There are only a few levels at the end of some of the episodes (E3 and then I think toward the end of the Nocturnal Missions) where the difficulty ramps up suddenly and you have to cope with big mobs of enemies, but generally Wolf3d is a breeze once you get used to its controls.
  4. Dusty_Rhodes

    Thinking about a new theme for Deadly Standards 5....

    I think the textures are okay to be left as is, however, I think the Nazi should have new sounds and sprites, making it a new zombie style mob. 32 Inch Nails by Eternal has a great replacement (taken from an earlier wad called something like "dead best friend" if memory serves) that I totally recommend. Definitely a new lavafall texture imo. DBRAIN looks weird outside of the Icon. Not saying it's needed, but keeping in the theme of stock assets, Patchtex is a great wad that makes tons of textures out of patches of regular Doom 2. Just a suggestion in case you're looking.
  5. LadyMistDragon

    Endless Random /idgames WAD Adventures #057

    Fucking Hostile Psycoholic Slosh (1995) by Peter Schiecke (From Doom with Love) I did have something longer planned, but exiting from this deleted the post. Let's just say that this an outdated approach to difficulty. Weal trash mobs, damage floors which can easily be avoided doing 20 damage, and monster counts a little too concentrated for the first 4 maps or so. Anyways, to the Cliff's Notes! ' map 01: one of those sorts of slime-filled canyon maps with a monster count largely coming from a couple of large Imp mobs, the first of which I thought of a secret in Chris Klie's Garrison. the slime does 20 damage for basically no apparent reason and the closing hallway is dark as sin, literally impossible to see. not to mention the tedious amount of cacos ti kill with a single shotgun is just really, really bad.\ map 02: now this is interesting! Although maybe don' pistol-start unless you enjoy arm-wrestling rn-jesus. anyway, escape this initial area, be greeted by a map of brown and indoors stuff and lots of chaingunner traps. They're kind of clever, but nah. slime still does 20 damage....really? map 03: metal map with tons of verticality. the best so far, there is still some unfortunate chaingunning of mancubi. and those revenants toward the end are quite annoying, especially since there aren't tons of bullets in the map and the silver bars were obviously designed to make escape harder. good thing everyone hates it Map 04: the same but, um better? well, it's not a hot start but there is a chaingunner just around the corner, no doubt for the Imp mob just upstairs. Be wary though, there's also a shotgun guy above on your left, not to mention the chaingunners in the windows above. does turn into an an open outdoor area with bits of tech, then later into the weird grassy texture. too bad the dark maze after the fake exit was just so annoying to navigate, especially be cornered on both sides by Imps. bullet count ends up proving incredibly stingy for the amount of Imps in general but there are plenty of shotgun shells. The last ambush at the exit is the most explosive of anything seen thus far. though again, no one in the end room. guess it sort of makes sense. Map 05: The best map so far! Despite some oddities mainly centered around verticality here and there, this is the first map that actuall feels halfway decent. This place can basically be thought of as a sort of industrial location with some underground spots and possibly a security tower at the beginning. though things are starting to become a little lamely predictable. Non-threatening traps become quite prevalent toward the end, no doubt aided by the presence of the first SS. be grateful though, because some mid-ranks do get tossed your way. Rocket launcher is also given at the top of the central tower, though one should probably be careful where they're used, because you'll need at least two for a nasty chaingunner trap in a canyon toward the end. At least there are no more pointlessly-timed doors. Map 06: A large industrial facility, though sparsely-detailed. Don't pistol-start this one, not unless you want to press your luck pushing through the Imp mobs at the beginning without a Super shotgun. BFG is located not too far away. Quite suspicious! What happens is a Cyberdemon is revealed that we do a pisspoor job BFGing. Anyways, more underground tunnels follow, a lift surrounded by dirt for no reason at all, then a switch that allows us to access the storage area at the other end of the chemical collection pools. A Cacodemon mob attacks from behind. Seems intimidating but no matter, a Mastermind is revealed! We could've fired at them, because there's enough ammo to minimize the infighting. The truly brave may want to press some nearby switches, which will unleash some Arachotrons. For better or for worst, we played the patience games. For some reason, the exit switch is in an office. Quality is basically passable overall, improves somewhat in the last 2 maps with much greater use of strategy but the difficulty basically craters at the end for anyone remotely competent. 6/10 Videos
  6. Hey doom community. Got bored one time and i thought it was a good idea to make weapons for doom. So i created (for now) 2 weapons. Didn't found a way to spawn them, but i created those anyways. It contains the Shell chaingun, an auto shotgun that mows down pretty fast zombiemen, and the TERRY MOB FUCKER 666666, i made this gun so OP to kill any of those unfunny, loud and stupid mobs as fast as they do. Gimme your thoughts for this! How to spawn those awesome weapons : "Give/Summon ShellChaingun" : Spawns or gives the shellchaingun. "Give/Summon TerryMobFucker666666" : Spawns the goddamn TERRY MOB FUCKER 666666 LethalWeapons.zip
  7. Kokoro Hane

    What do you think about the Pinkies?

    Pros about Pinkies; if you're low on ammo and quickly got to run to grab some packs, at least they are melee so you don't have to worry about them shooting stuff at you Cons about Pinkies; you're surrounded by them in a tight space or mob and you're being chewed to death and if you're low on ammo you're dead Yeah so.... I kinda hate having a ton of them... especially spectres in dark rooms....
  8. wad of doom

    Back to Saturn X difficulty

    I did answer it. I can get by without dying or savescumming right up until I hit a ridiculous mob, usually larges one with archviles. If you're asking exactly what point in the game, I don't really know because I didn't track it. I have gotten considerably better, though, since I began playing. btsx has really tested my mettle.
  9. Gonubax

    [Weapon WAD] Lethal Weapons Alpha 0.1

    Hey, it's me, again. I had to fix one thing with the TERRY MOB FUCKER666666. It is much more op than before. LethalWeapons.zip
  10. wallabra

    Rank Mapping Qualities in Order of Importance

    Can I rank the way people rank mapping qualities too? 1. Being bold 2. Being silly 3. Being fair and to the point 4. Interesting picks 5. Not suckering to a mob (collective opinion) 6. Not being Wyatt Koch To be fair, I think #6 is a bit of a big point, maybe it should be placed a bit higher up. :P
  11. Finished it. Loved it. There's just this overwhelming sense of things spiralling out of control at every turn, constant rising acting. Just delicious stuff. The Mob Closets when you triggered them in sequence (or each with a slight time offset, voodoo doll?) rather than all at once, extremely intimidating! Great trick. Probably the most ferocious Map02 I think I've ever played that wasn't a slaughter set, though it kind of is from Map2 on. "Cacatoa" would be very high on my list of most hilarious maps names, if I had one. Got a giggle out of the True Ending.
  12. No. The context where Mick unintentionally incited a mob against Chad AND THEN DIDN'T GIVE A SHIT ABOUT IT. Yes, Mick first said that a number of tracks were poorly mixed and that he didn't do that. He should have left it at that, but he went on with "doubt we'll work together again" tweets, which implied they screwed him over the OST. Not saying he deliberately riled up fans, but he could have at least said something like "guys chill out, Chad is a good guy", but he didn't. Not to mention slandering (by implication) the company/client you had business with. You just don't do that publicly and expect the other side to remain silent, not even in self defense. Of course Marty is going to defend Chad and the rest of id, which again, unintentionally redirected the mob back towards Gordon. This is were Mick perceived Marty's letter as an attack on him, which obviously isn't if you consider the context before. I don't think either side is lying or malicious. It's just a lot of miscommunication and misunderstanding took place, especially because they were apart across half the globe. Basically what you are saying is because old id (likely not related to new id) made mistakes in the past and because it is not known whether Mick made mistakes until now, it is safe to lean towards Mick being right. I don't think so. Exactly. We love both Mick and Marty and the work they did on Doom.
  13. TenthRingWanderer

    What mod would you like to see/create for Doom Eternal if it had mod support?

    Okay, I can just reveal that it'll take place several years after Doom Eternal, and would revisit the original religious and suspensful undertones of Doom. Just a heads-up, it's going to take an open-minded approach to the Doom mythos so don't send your mob after me.
  14. NaturalTvventy

    Sally (Boom map)

    Good map! I also usually don't like slaughter but now I realize it's really just revenants I don't like. This one didn't have a single one, and it was really enjoyable. I spent most of my time dancing around the crowds letting everything kill each other, and dying many times in the process. Eventually I was able to get lucky and blast my way through the imp mob. I then found myself in a land of many spheres. From there it was pretty much a cake walk. Nice atmosphere, nice aesthetics. the floating skinspine textures were a bit weird, but I like weird. Played on UV.
  15. yum13241

    Unpopular Doom Opinions

    I don't like: 1. Spending an entire level with only the pistol. 2. Revenant spam. 3. Archvile fights with no cover. 4. Episode 3. (E3 would be too ambiguous) 5. Giant maps. I get lost easily. Open automap, "iddt", "iddt" barely helps. For this reason, I never generate ZDoom maps with OBSIDIAN. (maybe I'll get the size right) 6. Homing Revenant missiles suck when you don't have enough cover, or if it's cramped. 7. Playing Doom like a cover shooter, see point 6. 8. Switches that don't have an obvious effect. No, I don't want to use a switch that opens a door at the start of the level. I like: 1. Maps that don't lag my potato. 2. Infight parties that aren't too long. 3. Berserk. It's fun to punch everything around. 4. E2. Fortress of Mystery SUCKS though. It's all a giant infight map. And for the map that leads to it (E2M5 I believe?), I always use the secret exist and get out of that shithole) 5. E1, though it is easy. I can finish it without dying. Same for E2. The Cyberdemon is harder though, and sometimes he ruins my "no death" run. 6. Randomizers THAT ARE BALANCED. Replacing every D1 mob with D2 mobs does not count. 7. Maps that aren't long. I can't speak for MM as I haven't played it, but you're pretty much right. (I suck at Doom lmao) Screw Downtown, and screw The Factory. It's probably just me but most city maps suck.
  16. Baron Pampa

    A tactic I wanted to share

    Regarding the Mancubi - Heavy rifle with a scope make destroying their cannons quite easy. Also, they don't have that much HP and speed, so you can SSG them on your way to other mobs. Just don't stay in their range for too long - at least that's what I've found succesfull.
  17. Bridgeburner56

    The Age of Hell: FPS game for GZDoom - DEMO OUT

    While there will be a lot of.... rather large fights in aoh, we will be putting a lot of effort into balancing for all difficulties. The plan is to try and make everything *feel* similar on all difficulties (ie slaughter feels like slaughter etc) but adjusting for skill levels. This means not just an obligatory reduction in mobs counts as that will result in some spaces feeling empty and potentially lacklustre. We will be doing traditional things like swapping higher tier mobs out for lower ones, increasing the number of power ups etc but because everything is new and zscript is magic there are many options for more meta based balancing. Changing aggression/speed of monsters, reducing the chance of special attacks, increase health ammo drops, power ups lasting longer are all ideas that will be explored. TL:DR the goal is to make aoh fun and playable by as many different player skill levels as possible.
  18. JustCallMeKaito

    I just beat Knee Deep without dying!

    It's possible, though you'd be wasting a chunk of your life, especially since there are so many instances of running smack into a chaingunner orgy like at the end of Map07, where you fall into a pit and have two staring you down. Maps with tight corridors like Map11 would be hell, and Map30 would need to be a TAS to collect a mob of archies to help kill the IOS.
  19. qdash

    Battlemode new footage

    If something different is really good it's OK, but if not... 1) I can't mind how to play in BattleMode without any rating system, it will be really pain in the ass, because of random noobs. 2) No powerups, no items, no special rules, spawning mobs isn't important at all. It's all feels unfinished...
  20. TheNoob_Gamer

    i will truly say that DOOM as a whole is Endless

    You do you, really. Coming into a game community and then expecting most people to NOT like the game itself is a bit strange. While I can understand your view of Doom's gameplay (I previously quitted Doom for almost half a year myself, and even now I probably won't return in full swing as I was before), having a lot of faults that haven't stood the test of time (e.g the shotgun deals mediocre DPS with most mobs); it is not that repetitive and feel like a matter of subjectivity that is best not discussed here.
  21. Biodegradable

    The DWmegawad Club plays: 3 Heures d'Agonie 2

    MAP10: Culture et Confiture de Mobs UV | Continuous | GZDoom Much like Cannonball, I wasn't all too fussed with this map either. I like a spooky library map, but the full-blown symmetry on display made things rather predictable. The dark trap with the Spectres is kind of fun and the first time the surprise HK in a tiny monster closet behind you when you reach one of the doors nailed me. However, that's all there really is to say about this one. Again, it's not horrible and I had a few funny moments, but overall it's really not much to write home about. Just a big ol' "Meh".
  22. DeathWolf1982

    Favorite kill from the Halloween franchise

    Poor ben tramer. Anyway, here's some of my favorite kills in Halloween Kills. Nurse Chambers getting stabbed repeatedly By Michael. Marcus getting his eye stabbed by Michael Myers. The sexy nurse getting her hand hit by the car door, causing her pistol to fire at her brain. The whole firefighter scene. Sherrif bracket getting his throat slit. Big John and Little John's deaths. All the Haddonfield mob members getting killed by Michael Myers. Tommy Doyle getting his head smashed with his own baseball bat by Michael Myers. What was your's Piper Maru? in halloween kills?
  23. I really enjoyed the 'developer's blog' thingy so definitely I had to give this map a try. Premise: I do enjoy some slaughter but it's not my primary playstyle. I found the map in general... I don't know, a bit tedious? The Sunder-like first room really got me excited, but after that it just felt like it went through the motions of murdering the hardest mob / long, boring job of cleaning up the remains (cacos especially), and then face whatever the porting archviles would resurrect. I think a primary candidate for revision is how monsters tend to be "compartmentalized": often there are stairs upon stairs of room between an enemy type and the other, with the result being that infighting becomes a major chore, and often leaves me with a zero-threat, long cleanup once the hardest enemies are gone. If that's part of the challenge fair enough, but personally I didn't find it very fun. Visually, of course, no complaints. The architecture is top notch and the skybox is kickass. I think however that, in order to be on the same level, the gameplay needs to be mixed up a bit. Took this screenshot to show my point. Sure looks impressive, but... 1000000 revenants and one cyber that croaks in seconds... I don't know. Lacks dynamics imo. More mob types! Let's mix it up a bit!
  24. I'm fairly sure this is possible, as I've seen it on sets like Eviternity, but I can't find any information on it. Basically I want to alert a mob in a monster closet so they walk through a teleporter but without having a messy sound connecting sectors. I've tried using a noise alert triggered by walking over a like but that didn't seem to work. Any help would be appreciated.
  25. TheLippyServer

    The Dean of Doom series (companion thread)

    People who think that others shouldn't honestly express their opinions on something for a review show because they disagree, demand that people abstain from using words with applicable definitions because they personally object to their use (lest they be subjected to the mob), or take any criticism of their or their friends' work as a personal attack probably SHOULD rein in their egos. They certainly don't come across as exuding humility... or self awareness for that matter. I've only made a single map for release, and have already been referred to as 'sadistic' and 'mean'. If I were anywhere near as inclined to butthurt as the rest of this thread seems to be, I'd have fucking offed myself. Stop the needless pearl clutching and get a damn grip folks.
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