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Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
chemo replied to Man of Doom's topic in Doom Eternal
This is a quote he put in his "points of note" nearly right at the beginning of his full statement: He would also claim that his defense exists because of people making unsubstantiated accusations against him and the mob mentality driving it. Call me crazy but aren't you engaging in the exact behavior that Mick is against? -
Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
indigotyrian replied to Man of Doom's topic in Doom Eternal
The "context" where Mick just said he didn't work on the soundtrack and didn't think it was very good quality? You mean that context? Oh, my apologies! It's totally obvious now that Marty Stratton was well within his rights to whip up a bunch of redditors into an outraged mob and dogpile one of his former workers! -
Azazel's Second Descent 32 map One Man Megawad now on IDgames
Doom Guncaster K replied to Bloodbath Giraffe's topic in WAD Releases & Development
Chapter 4. This blood theme seems to be redder than Chapter 2. Map16 - The Bell Tolls For Thee is 12/10 atmospherically awesome! The first map of each chapter appears to catch my eyeball from the beginning and got me digging into the journey further than expected. The fight at the bloody wasteland intensifies gradually yet has more room to move around. A building with 4-dimensional gates at the center of the wasteland soon shifts the combat style immediately. The dimensional gates will lead the player knee-deep into 4 CQB sections where the keys are heavily guarded by mobs. The fights get more intense so brace yourself whilst proceeding. Map17 - Eternal Suffering visually looks like an open area however, the maneuverable space will soon be crowded by mobs and the area will be locked and limited as fights begin. I have to teleport outside of the boundaries to secure the kills. For instance, flying tomatoes are hiding outside the arena, and I ain't no time waiting for them to come at me. At 18:43 a Cyberdemon was unintentionally blown out of the ring so I've got to fly out of the arena to finish the kill. I didn't notice how hilarious it was until I started working on editing stuff. The blood moon in the sky makes the whole scenario looks more demonic which really has me in the mood of slaughtering mobs. -
This is one of my earliest maps. It's pathetically square and flat, and there's a ton of wasted space. This is the starting area. Then there's this "tower". The yellow key lowers the ROCKRED square to reveal five Hell Knights, and a bunch of rockets. Finally, the yellow key switch lowers a wall which has a mob of Imps behind it. I somehow managed to make blowing up massive crowds of Imps boring in this map.
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It's time to talk seriously about the state of the boomer shooter renaissance and what it entails.
scalliano replied to Man of Doom's topic in Everything Else
The boomer shooter scene is still in its infancy. The last thing it needs is divisive culture war BS getting in on the ground floor. People sometimes have shit opinions. Mobs ALWAYS have shit opinions. NEVER engage with the mob, either for or against, regardless of what they say. The Block button exists for a reason. Oh, and get off Twitter. That goes for everyone. -
This is too bad because I like the challenge of taking extra damage, but not the insane ambush mobs. I wish the two were decoupled so that I could keep one, but not the other. Then you have my respect. I am struggling hard at my current difficulty. I don't mind the ambush mobs, but rather the enemies that are mixed in with them. Actually looking into modding away the OP'ness of some of the monsters such as archvile which does not need 700 health and a 10 painchance.
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[RELEASE] Broadsword Jim 2.6 - The Facelift Update (final update?)
Doomenator replied to Baratus's topic in WAD Releases & Development
These sounds of pain definitely sound better. I am only confused by the effect of sparks throwing knife when hit mob's. -
[TIME IS UP!] Literalism - A Boom-compatible CP where we do things by the map title
TheNoob_Gamer replied to MFG38's topic in WAD Releases & Development
That was a compliment lol, meant to keep in theme of environmental storytelling stuff going on in the map and the overall review. Regarding the armory, imo the teleporting mobs should not be bloated, or else the battle might turn out rather frustrating to beat. -
"Dubbag's WAD Show" Post Your WADs Here and I Will Demo & Comment Over Them (Currently on Hiatus)
Dubbag replied to Dubbag's topic in WAD Discussion
@Arrowhead12 GREAT WORK! I loved this WAD and it was a blast to play. My favorite part was that giant mob of imps! Alot of fun! @Kokrovan @SkeletronMK666 Mentioned you guys in this one. -
BREAKING NEWS MICROSOFT BUYS ZENIMAX MEDIA FOR 7.5 BILLION
TakenStew22 replied to Terrcraft's topic in Doom General
Doomworld has been suprisingly mature on otherwise controversial subjects and doesn't let the gaming mob mentality get in the way of their open-mindedness. -
Flash Mob Doom. At random moments, everything starts to do random things. At the end of the show some message about some "important battle" that doesn't make sleep people at night appears locking the game for 30 seconds and the game return back to his normal routine, until another Flash Mob starts at random moments and this for all the play time.
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UNTERNITY, a 20 maps Boom Compatible Megawad by FAI [1.0 Update]
hashmap replied to fai1025's topic in WAD Releases & Development
Also played through 1 & 2 on HMP. I found it very easy, mostly because there's a lot of space to herd the mob and get them infighting, understood you weren't going for punishing set pieces, they were all just quite easy to solve in one way. The maps were nice to look at, secrets were well considered. -
What’s your best pre-teleport weapon?
cannonball replied to purple_ruberoid's topic in Doom General
Plasma gun, if the foes are not an immediate direct threat then you would be able to swap for whatever weapon you desire. But if you teleported into a mob at close range then you need some that fires rapidly and does substantial damage per hit. The plasma gun suits this perfectly. -
Yeah, I mentioned that earlier in this thread. I ended up clearing out the mob long before discovering that sphere in spite of how easy it is to access so long as you know where it is.
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[GZDOOM] BREAK// POINT// - FINAL [now on /idgames!]
NovaRain replied to Major Arlene's topic in WAD Releases & Development
Just finished the wad. It's still possible to pick up a chaingun from chaingun guys in map06 with the SC option enabled, probably an oversight (placing the normal variant instead of clip/AR dropping ones). Got my butt kicked at the boss(es) a few times. I was hoping killing one would stop the reinforcement, only to run out of ammo and overwhelmed by mobs. -
Miscellaneous demos (part 3) [please post in part 4 instead]
lirui1001 replied to dew's topic in Speed Demo Submissions
Project X Map14 UV Max in 1:30-px14-130.zip All kills are ghost mobs revived by 4 AVs. these AVs cannot be killed. -
A slight rework to a weapon I've been toying with making. Now instead of summoning a friendly mob, it will trap enemies in a temp pain state, and if they are low enough on health it will likely just drag them out. Still needs a little work, and I will probably need to double the frame count to make it look smoother. But i like the way it works as a concept.
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The Age of Hell: FPS game for GZDoom - DEMO OUT
Bridgeburner56 replied to Bridgeburner56's topic in WAD Releases & Development
Just wait till its covered in the blood of your enemies >:D Originally I was gonna keep the OG mobs but in order to get better consistency visually and mechanically the old mobs are getting replaced with new versions. The mobs replacing existing ones will largely similar so they can be used the same way in encounters. (They will have some new tricks though). It's an evolving work front but the game play will still be the same fast paced combat that doom is known for. -
An exceptional take on Classic Doom. What are your recent examples??
Maes replied to Redneckerz's topic in Doom General
Yes. In retrospect, even that part of the "review" was bullshit, since how many RPGs do you know where you can really "talk to the demons", monsters or mobs? If you ever bother to use the talk command on random encounters, typically you receive a "You receive no reply" message or, at best, some canned message, usually taunts or threats, especially if the mob is already aggro. -
Barons. Many mappers use them interchangably with Hell Knights and they're an absolute slog to kill. They're inherently the most boring mob.
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The Wayfarer: A 9-map Episode for Heretic (April 2022, significant update to v1.2!)
Fonze replied to Not Jabba's topic in WAD Releases & Development
Maybe try turning the difficulty up to bppt then! Wait why are we discussing heretic mobs in this thread again? -
Video game songs that sound similar to real songs?
HorrorMovieRei replied to MeetyourUnmaker's topic in Everything Else
IF YOU LISTEN TO FOOOLLLSS THE MOB RUUUUULES! -
Source port that allows "ghost data" / racing a demo?
MxCraven replied to Doomkid's topic in Source Ports
Doom's enemy AI isn't deterministic (AFAIK), so I don't think you'd be able to do it. If we had positional data for the demos instead of just inputs it could work, but with just inputs bumping into mobs, or not in another run due to where they moved, would desync the recording. And something i've just realised as I type this, even if it is deterministic, if you killed a mob on one run but not on another the colisions would be different. Maybe it is possible, but I think it might need a different demo format. -
The Age of Hell: FPS game for GZDoom - DEMO OUT
Bridgeburner56 replied to Bridgeburner56's topic in WAD Releases & Development
Testing death animations for the new mob Hollow, @TheMisterCat's handy work -
Extremely dull and extremely repetitive, but sadly, not the worst of it's kind. Looks and plays like one of those awful software auto-generated map sets. Room after identical looking square rooms with small mobs of low level monsters and the occasional Baron, Revenant or Mancubus. Played it to the end and I can't remember a single level that differentiated itself from any of the others. Wad of last resort if you have nothing better to do.