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Found 2196 results

  1. Gez

    Brutal Minecraft or Brutal Terraria?

    We really, really don't because late game terraria is about killed dozens of enemies in a single hit and the idea of having to go through the hundreds of mobs from the Moon and Pillar events by "glory-killing" every single one of them seems like the most tedious video game torture one could imagine. Now, how about Brutal Tetris? Make those tetrominos explode into gore when you get a full line. Get the entire pit covered in blood when you pull a tetris, so that you don't even get to see the pieces that are falling and you loose. Brutally. Sounds awsum and kewl and l33t to me!
  2. Somebody actually kills all the Reivers in Locus Requiescat? I always thought the intent of the excessive mob spawning in hexdd was to essentially time limit the maps. In that sense, also in the sense of a speedrunner, this mod is good. I can see vanilla Mage being better in some situations for a completionist run, however. As for the mod itself, I suggest moving the brightmaps to a separate pk3 file. I don't think gzdoom has a toggle for brightmaps, and I don't play with them.
  3. wad of doom

    Do you consider mouselook as a cheat?

    Cheating? Not exactly. Gaining a substantial advantage beyond that which the developers intended? Definitely. The game was designed and play-tested without freelook ability, so they expected you to have to find a way to get at enemies that are taking pot shots at you from higher platforms or from behind mobs of enemies. Still, I love being able to freelook in Doom thanks to GZDoom. It adds a more modernized feel to the game and I like having control over where I'm aiming.
  4. TheNoob_Gamer

    Suggest me nice multiplayer co-op wads

    Chillax - A slaughterwad with tons of enemies, virtually impossible in singleplayer under vanilla rules. Memento Mori 1/2 - While these are definitely beatable in SP, there are tons of moments that you will only seen in coop. Any Mayhem wads - Their themes vary each year. You could be playing a Mario reskin, maps that are big but not actually, etc. Fun stuff, nonetheless. Deus Vult 1/2 - Slaughterwad series with good visuals and tons of mobs. Scythe 1/2 - Classic. Hell Revealed 1/2 - Ugly classics. D1/D2TWID - Doom megawads made in the mapping styles of id map designers. Alien Vendetta - Also a classic that took pages from various like Memento Mori and Scythe. City of the Damned Apocalypse - A pretty atmospheric wad. Slaughterfest 2011/2012/2013/SlaughterMAX - Big maps, tons of mobs. Sunder/Sunlust/Abandon - God visuals. Challenging gameplay. Eviternity - IIRC multiplayer was solid.
  5. Flesh699

    Cyberpunk 2077 [first-person RPG]

    That video does sum it up well. Cd Projekt Red need to stick with their guns and not apologize to anyone. The no-life Outrage Mob is about to attack again over a poster in the game. It's funny how a small group of mentally disturbed people can scare a company to apologize for a joke. If the Outrage Mob actually put their energy to a real issue, like being in Syria, the world could possibly be a better place. But instead, they'd rather get butt hurt over jokes, saying he/she, and multitudes of other meaningless dumb shit. The proof is in the puddin', as it were.
  6. Bridgeburner56

    1000 Line Community Project - Released

    You think this wad has tons of monsters? I am highly amused. IIRC my map had around 270 and that was one of the heavier maps. I'd say in general the mob count is pretty close to iwad level
  7. MAP08 - “Azure Ambition” by Sincity2100 This map felt a little caught between a being typical Sincity map and a plutonia map. In the end the hybrid doesn't quite hit the spot for me. You get some larger mobs that can be easily dismantled and some traps that are either a little too rude (The double archvile warp at the start) or are completely ineffective. The red key caught me off guard as there are walls that shout "I am going to open up" and then the floor around the key itself drops into a nice mess of monsters, that said you can just about avoid the worst of it if you are armed with the rocket launcher and can clear the back passage. In the end map lacked the compactness of a plutonia map, yet felt a little under detailed for something more ambitious. That said the map passes pretty swiftly and the combat is generally okay.
  8. MAP09: Machine Gun Etiquette by Steve Duff You know, with a name like this, I expected MAP09 to feature the chaingun and/or chaingunners more prominently. I mean, they are present here, but that's something that can be said about the majority of the maps so far. M.G.E. adopts a similiar gameplay style to the rest of Realm of Chaos so far - a linear set of corridors that sends mobs of basic monsters. There are attempts to change this, like the large outdoor area around the slime pit, but I think the best fights are at the end. First one is past the yellow door, where a ton of hitscanners appear in front of you, while the escape route gets blocked off by mancubi. Then comes the blue key trap, a mess of monster that includes Nazis. A bit surprising to see them used unironically. It's an enjoyable map, though I'm starting to notice a certain consistency with combat design so far.
  9. baja blast rd.

    3030 - my take on a "city map" (Boom+)

    For purple: I thought the rest of the fights were fine. The two-cyb duel on the S was neat because you have to orient yourself well to not waste too much plasma ammo. I would raise a small barrier around the dual turret cybs accompanying the pinky mob, right before they get telefragged. They are close enough that you can get stuck in the first cyb while telefragging and get exposed to an unavoidable rocket from the second.
  10. He's scaring me right now and I'm a grown man. In reality those kids would have told their parents about it and a local mob would turned up to exterminate it. After a short parade around town the remains would then have been dumped into a large jar of formaldehyde for future generations to gawk at. There was some weird kids tv shows around back then. It's a wonder any of us grew up normal....well I didn't but you know, most of my generation did.... I think.
  11. Here's a look at the next five mutations I've mostly finished polishing off: First up is the Hammer's Primary Fire. This makes it consume Verdant Mana where it was free before (and it still remains slow unlike the regular upgrade), but means each swing is accompanied by a violent explosion. Quite satisfying to see charred enemies afterwards! Second, the Hebiko Sceptre's Secondary Fire. This changes it from hypnosis to instigation. The enemy you tag with the eye beam is slowed and annoys other enemies around it, making them quite likely to start infighting. Hypnosis works better on enemies that can cause chaos for you quickly, but instigation is fantastic in tightly packed mobs of critters. Third up is the Dagon's Cane Primary Fire. This changes the Water Missile into an Aqua-Jet mode, which has unique bounce behaviour. It's actually a bit too OP right now (lol) and needs a bit of adjusting, but as you can see, it excels in ripping up mobs. Fourth, we have Aestus's Tertiary Fire. It gives the whip a delayed detonation, which increases its range a fair bit in exchange for it having a 'dead-zone' in melee distance. The actual detonation is stronger than the upgraded version but can be difficult to space correctly. Finally, for Algor, the old Secondary Fire upgrade (Rapid Ice Spears) is now the Mutation, and the new standard upgrade simply allows you to generate and hold and launch up to six spears at once. Unfortunately, COVID finally got me last Friday, and basically removed most of my weekend and Monday in sickness. I still expect 0.97 Walp to make it out for October, but probably towards the end, as a result.
  12. Night on Doom Mountain (#2) This curved rocky stairstep fight is the hardest in the map by a good margin (assuming you're not dragging in lots of resources from elsewhere, possibly). It's to the point that it feels miscalibrated, because you can beat pretty much every other fight in the map straight-up without anything special but this one has lots of 'FDA bait' (like those perched revenants that are replaced with archviles). The key is preventing that big mob of revenants from charging up the stairs. Taking them out first won't work reliably because the cacodemons will crowd into the stairs. So you want to immediately rush up and take the 'high ground', which keeps the revenants clumped up downstairs, which ends up looking like a cheese due to how irrelevant they are for most of the fight when this is done well, but that's one of the reasons there's often little distinction between 'good strategy' and 'cheese'.
  13. I doubt Mick lied in what he posted on Medium. Now you could say those are cherry-picked facts -- and that's certainly true, since this is how such things are supposed to be done. In a court, a neutral party would interrogate both parties, establish the validity of the pieces both parties bring to their case, look into whether there's anything missing from both, and try to establish the big picture to eventually issue judgment. We're not in court and we do not have the authority to do the investigative work, so we cannot issue judgment. The one thing I'll agree with is that the Internet mob mentality of harassing and threatening people at the drop of a hat is a plague on modern society. For the rest, I don't feel victimized by either Mick's Medium post or Marty's Reddit post.
  14. EffinghamHuffnagel

    Some Random Speedmapping!

    Sort of a 'Flash Mob Speedmapping', eh?
  15. Ribbiks

    What are you playing now?

    flying monsters don't activate S1/SR teles (at least, not from what I've tested, using prb+, zdoom). ground-based mobs will trigger it if they walk into it, but on skill 2/3 there should be no mobs in that area until after you take the tunnel and trigger the trap, so it seems like this should be legit impossible? -.-
  16. Apparently one thing Doomers failed at back in the 90s, along with texturing, was spelling. Doors of Dispair! by Allen Freeman (1996) DSDA / UV /100% kills / 100% secrets Holy Mary mother of God, what a terrible map. A square box, stock sky and music, chock full of passable mitdexes, unpegged doors, stuck mobs, and virtually every possible newbie mapping mistake under the sun - including the complete absence of an exit, so I counted 100% simply when I ran out of stuff to kill (no secrets either). A square, poorly textured box with enemies thrown in at random, with no thought to synergy or mere progression. ... don't really know what I could add, so little meat there is around these bones. Don't bother, I guess?
  17. Fun map, visuals are very nice. Considering it's size it felt surprisingly underpopulated/empty in many areas. Like fore example after opening the large sewer section where you only encounter 3 Sergeants and a PE. Or the final canyon part which was just too spacious for the few Mobs you encounter. The fights in the sewer section, prior to getting the BK, as well as the Canyon reveal fight were the one's i enjoyed the most. FDA with saves daedalus01-FDA_TNq.zip
  18. Fonze

    Does Mayonnaise belong on pizza?

    As much as I love mayo this just sounds like sacrilege *nonchalantly grabs and begins sharpening pitchfork* though the comparison to ranch being put on pizzas is actually a very apt one and brings some perspective to it that maybe it isn't so weird. I've never heard of it though, so perhaps it is a cultural thing. Still, as I find ranch on pizza to be a general crime against pizza, I vote that we form an angry mob.
  19. There was nothing newsworthy or truly controversial about that statement, it becomes controversial if there is a concerted effort to make it so. Now they are getting hammered in the reviews because they bent the knee and gave more power to the game journo mob. Bending the knee regarding the name was the first bad sign :D
  20. Lila Feuer

    What Video Game Are You Currently Playing?

    @Rudolph I think it's a great game, it's an excellent sequel, but I like the first game more in other departments even if the gameplay is scaled back significantly. Blizzard had the least involvement in it and it shows, meanwhile Act 5 from the expansion almost feels like a different game tonally. I just blew through the true tomb of Tal Rasha by locating the exit ASAP and killing Duriel to get out of Act 2. Good thing you never lose the Horadric Cube when you finish the game the first time because I couldn't get past the first room of the Halls of the Dead due to serious elite mob bullshittery. Things should be a lot better from hereon out, at least until I get to the Ancients in Act 5, which are worse than Baal himself.
  21. VGamingJunkie

    Post your Doom video! [but don't quote video]

    Mr.Friendly, AKA Animal Crossing but with demons and without the danger of owing money to the Raccoon Mob.
  22. Steve D

    What are you listening to?

    Kreayshawn, Lil Debbie and V-Nasty -- in a brief appearance -- shortly after the White Girl Mob came to its end.
  23. Dusty_Rhodes

    Raven IWADs (and Strife I guess) chat

    Gotta agree with the folks here saying they have a soft spot for and want to map for Hexen. I would love to do some Hexen wads but the mapping format makes zero sense to me, way different than the old classics of Doom 2 and Boom! That said the art and atmosphere are the best. I adore the music as well. Hexen just has this dark fantasy vibe I really dig. I also love Daggerfall and Morrowind so that probably explains it. Either way, big fan of the Raven games but especially Hexen. Heretic's combat feels off, mobs are spongy and not too fun to fight imo. I wish both games had good dehacked support as well. I'm sure some people would go wild with either games codepointers.
  24. Doom Guncaster K

    Azazel's Second Descent 32 map One Man Megawad now on IDgames

    I sometimes do play Doom normally, I'm not going to run fully vanilla though I respect purists and enjoy their skillful gameplay. I'm a kind of casual player though here are my tips for survival on Map03: 1. Set archville as the No.1 priority to neutralize as soon as possible. 2. Conserve ammo for Plasma Rifle for the last arena fight when 3 switches interacted; pull out your Plasma Rifle and gun your way out of swarms and blast archiville's face once you spot its appearance. 3. Armor, Soulsphere,... Items in secrets are quite handy for survival. It's highly recommended to find them all and grab everything you can to stay alive. Going one-punch with berserk pack for the insta-gib is also a way, but it's quite risky, especially when mobs keep swarming into the small room where it's hard to maneuver freely; it is not the better option than gun-blazing from my view. I personally prefer to keep that berserk pack there for emergency healing later. However, if you're really good at the hand-to-hand battle and it works for you, then go for it. In this run, I saved some gun juice for Minigun (the Plasma Rifle replacement from Final Doomer). I started mowing down mobs and storming to archie boy as soon as I spotted its appearance. The first attempt didn't go as I expected, though I still got it nailed later and survived. I'm using Final Doomer v3.3 on GZDoom 4.7.1 in this run. I guess that Final Doomer is not categorized as a Power-Fantasy mod as I usually play with. I hope my little tips could help you through there, @Nihlith.
  25. I think the truth isn't as black and white: What i dislike about Nintendo, since the success with the Switch they took away some liberties from us customers, compared to the Wii U and 3DS and raised the prices. Also, they have a very strong lobby in Japan, that brought up brutal copy right laws. To the Topic: A Court has to judge over it and speak them guilty or free. Lastly People form Mobs against everything and and everybody and i feel more and more that we act as People did in the Middle Ages, hunting down "Witches"...
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