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The Kins posted:Well, if we're talking modern sequels and spinoffs, DoomRL has been given an awesome new update, with GRAPHICS! Graphics by Spelunky developer Derek Yu, at that! OK, this is awesome. (why did this have to come out 2 weeks before my exam)
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# ? Feb 29, 2012 15:32 |
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# ? Jun 3, 2024 21:50 |
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The Kins posted:Well, if we're talking modern sequels and spinoffs, DoomRL has been given an awesome new update, with GRAPHICS! Graphics by Spelunky developer Derek Yu, at that! Well I guess I have no more freetime now
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# ? Feb 29, 2012 15:38 |
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Brutal Doom subject, quoting from Skulltag forums:Sergeant_Mark_IV posted:About Cyberdemon's weapon, I will enable the player to use the chainsaw to get his weapon after killing him with a fatality. Fatality for Cyberdemon will be just like any other enemy, but I will modify Cyberdemon's painchance to have a 100% chance to enter the pain state when getting punched in Rip and Tear mode, this pain state will last the double as the normal pain state, and will give time to the player to run away before the cyber can stomp him. The only thing i can think right now is .
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# ? Feb 29, 2012 19:07 |
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Paul Pot posted:Carmack's comments about rendering 30 enemies at once, the look of the survivor models and id's inability to innovate makes this look like a L4D clone to me. 30 imps lobbing slow fireballs at you in an open street would look way too goofy, it just has to be melee enemies en masse. The melee guys in Rage were impressive so maybe it'll be a fun game, just not very retro. I disagree with the forecast of goofiness, actually, unless you mean something about an urban environment specifically. There are plenty of IWADs where you have goddamn constellations of fireballs coming at you and it's awesome. That said Doom I/II's melee options were surprisingly fun considering how secondary they were. Not just Demons and Spectres, it's fun to berserk everything up through Barons and Arch-Viles if they're set up correctly. No matter what, though, I hope they back off from enemies having melee leaps/charges. Though Quake's fiends had that and it was fine so I guess I'd also accept a Doomguy who can actually move like the FPS heroes of yore.
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# ? Feb 29, 2012 21:16 |
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It works in Doom1&2, but you can't replicate that gameplay in the gritty modern gaming environment while still be taken seriously as a AAA developer.
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# ? Feb 29, 2012 22:35 |
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Paul Pot posted:It works in Doom1&2, but you can't replicate that gameplay in the gritty modern gaming environment while still be taken seriously as a AAA developer. If something moved as fast and had as many guys to battle at once (whose gibs never leave the screen) as Doom I/II but BF3 graphics and was locked at 60FPS people would eat it up.
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# ? Feb 29, 2012 22:47 |
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Neo Rasa posted:If something moved as fast and had as many guys to battle at once (whose gibs never leave the screen) as Doom I/II but BF3 graphics and was locked at 60FPS people would eat it up. I can't even imagine what that would look like. I'm pretty sure I read somewhere that the only reason your brain doesn't freak out and go "HEY THAT LOOKS RIDICULOUS" when your guy runs at 90MPH in Doom is because everything in that game looks so weird and abstract.
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# ? Feb 29, 2012 22:55 |
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Fergus Mac Roich posted:I can't even imagine what that would look like. I'm pretty sure I read somewhere that the only reason your brain doesn't freak out and go "HEY THAT LOOKS RIDICULOUS" when your guy runs at 90MPH in Doom is because everything in that game looks so weird and abstract. Of course it would look ridiculous, but anyone would enjoy it the way anyone enjoyed Doom instead of just gamers. There were plenty of first person games before Doom but if you go back and look at the old reviews, look at the original reactions to it, the reason that game is the best is because it had incredible lighting/texture work for its time and moves fast as hell. Everyone knows it's the best. Look at Deus Ex HR, incredible game, but even people I know who never played Doom lament how you upgrade super robot man's legs five times so he can kind of jog slowly for five seconds straight. They didn't even play Doom but you can see it in their eyes, they just know running 90MPH firing a billion rockets from a first person view would own. In this age where games need to be made more and more accessible bringing back that immediately responsive and fast control would be a good thing. Even with Modern Warfare, the ONLY reason the average person gives for liking it more than any other FPS is because "it's fast," nothing to do with balance or other minutia, it's fast and easy to jump in and blow up poo poo. Neo Rasa fucked around with this message at 23:07 on Feb 29, 2012 |
# ? Feb 29, 2012 23:00 |
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The Kins posted:Well, if we're talking modern sequels and spinoffs, DoomRL has been given an awesome new update, with GRAPHICS! Graphics by Spelunky developer Derek Yu, at that! Oh man, finally! All I need is a portable version of this and I'd be set!
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# ? Mar 1, 2012 03:26 |
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Derek's graphics are gorgeous as always. I just wish this guy would get a proper editor and maybe crank down on the silly anime powerups.
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# ? Mar 1, 2012 03:46 |
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Paul Pot posted:It works in Doom1&2, but you can't replicate that gameplay in the gritty modern gaming environment while still be taken seriously as a AAA developer. Mortal Kombat 9 successfully transplanted 90s gameplay into the modern era. I think id should follow their example and remake Doom 1 & 2 with new and extra content, modern graphics, and select gameplay innovations. I want Doom 4 to be Doom, not Rage with 30 enemies on screen (which as someone else already noticed, isn't even that impressive since games like Left 4 Dead already do it)
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# ? Mar 1, 2012 04:16 |
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emoticon posted:Mortal Kombat 9 successfully transplanted 90s gameplay into the modern era. I think id should follow their example and remake Doom 1 & 2 with new and extra content, modern graphics, and select gameplay innovations. I want Doom 4 to be Doom, not Rage with 30 enemies on screen (which as someone else already noticed, isn't even that impressive since games like Left 4 Dead already do it) Of course, we're all "fps hipsters" for enjoying Doom. I'm not really sure how Id can recreate the Doom feel... it's not Serious Sam and Painkiller in that there are no wave spawn mechanics and the level design is much more mazelike. But even during the time of Doom clones, games tended to degenerate into confusing key hunts with obscure secrets and a lot of backtracking. Bad Doom levels can get very bad.
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# ? Mar 1, 2012 04:44 |
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A lot of modern Doom levels get away with being more linear and having waves of enemies spawn in. It's a valid design decision, and it doesn't really harm the essential Doom-ish flavor of the gameplay. It focuses it, in many cases. Hell, even in Doom 2, rather than teleport enemies in, they often just introduced more waves into a fight by opening up monster closets. In a modern, high-budget context, you could have a wall burst open and a dozen more enemies pour out of the hole. The essence of Doom is how the combat moves and how the weapons feel, not in the map layout. Edit: On the subject of that 'New Doom Feel', there's a new version of Brutal Doom out tomorrow! Dominic White fucked around with this message at 12:36 on Mar 1, 2012 |
# ? Mar 1, 2012 11:25 |
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Oh yes, oh yes, Brutal Doom 0.15 on Friday, got a weekend to replay Doom the Way Id Did with it
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# ? Mar 1, 2012 19:55 |
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So in anticipation of BD .15 I decided to grab .14, and I've gotta say, I absolutely hate the new gameplay balance. I played Brutal Doom before the weapons did different damage and loved it, but playing .14, Doomguy feels like an absolute pussy in terms of tanking damage. I understand the developer wanted to make the game more challenging by rebalancing the difficulty, but Doom guy feels way to fragile for my liking. I end up hiding from enemies way to often compared to vanilla doom.
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# ? Mar 1, 2012 22:33 |
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misterdoo01 posted:So in anticipation of BD .15 I decided to grab .14, and I've gotta say, I absolutely hate the new gameplay balance. I played Brutal Doom before the weapons did different damage and loved it, but playing .14, Doomguy feels like an absolute pussy in terms of tanking damage. I understand the developer wanted to make the game more challenging by rebalancing the difficulty, but Doom guy feels way to fragile for my liking. I end up hiding from enemies way to often compared to vanilla doom. Really? I find myself playing far more aggressively than ever. The minigun is terrifyingly powerful, and berserk makes you a freight train of death against rooms of smaller enemies. When playing DTWiD, I turn on Fast Monsters to make it a bit tougher, as it's almost too easy in places otherwise.
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# ? Mar 1, 2012 22:37 |
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Dominic White posted:Really? I find myself playing far more aggressively than ever. The minigun is terrifyingly powerful, and berserk makes you a freight train of death against rooms of smaller enemies. I tend to play Doom really aggressively by default, but now I'm finding myself getting killed my quickly than usual because of the balance changes.
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# ? Mar 1, 2012 22:39 |
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Brutal Doom definitely turns up the difficulty a fair bit. Some map packs (like the original maps, DTWiD) work real well with it, but other map packs that are significantly harder than normal you really have to step the difficulty down a level to make them work. This goes 10x for any levels with tons of 'jump' scares, which now basically become death traps on UV. These kinds of map packs I just play on difficult 3 instead, feels a lot more reasonable. Another good solution is to run in 'you only live twice' mode. Those death trap rooms become a LOT more tolerable when you've got a spare life per level to work with.
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# ? Mar 1, 2012 22:45 |
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Gwyrgyn Blood posted:Brutal Doom definitely turns up the difficulty a fair bit. Some map packs (like the original maps, DTWiD) work real well with it, but other map packs that are significantly harder than normal you really have to step the difficulty down a level to make them work. Having an extra life would be nice. How do I go about activating that?
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# ? Mar 1, 2012 22:53 |
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r1ngwthszzors posted:I'm not really sure how Id can recreate the Doom feel... it's not Serious Sam and Painkiller in that there are no wave spawn mechanics and the level design is much more mazelike. But even during the time of Doom clones, games tended to degenerate into confusing key hunts with obscure secrets and a lot of backtracking. Bad Doom levels can get very bad. They need to make the levels in more complex and as non-linear as possible, but instead of having color coded keys just have "keys" like in Gauntlet where you can carry like six keys at once and they can open any door and you can even take them from one area to another. So there's still a "key hunt" but it's not really restrictive, and no matter what way you go, like in Gauntlet, you're either very quickly making progress or very quickly knowing the exact way to go anyway.
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# ? Mar 1, 2012 23:09 |
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Neo Rasa posted:They need to make the levels in more complex and as non-linear as possible, but instead of having color coded keys just have "keys" like in Gauntlet where you can carry like six keys at once and they can open any door and you can even take them from one area to another. So there's still a "key hunt" but it's not really restrictive, and no matter what way you go, like in Gauntlet, you're either very quickly making progress or very quickly knowing the exact way to go anyway. I've never minded levels that take a degree of backtracking, as long as areas were at least repopulated a bit to give you something to do on the way back. Levels that do this the right way help create an actual "area" rather than just a dressed-up corridor full of enemies.
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# ? Mar 1, 2012 23:57 |
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Forgot to post this here. I made this thing this week. It's a joke game, a mashup of block-building games and Wolf3D, sort of a Wolfenstein sandboxy construction set thing. Here's the downloadable windows version (works best for me) and the webplayer version (works better for some people apparently). The default level might or might not run great for you depending on your hardware. Have fun (?)!
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# ? Mar 2, 2012 11:06 |
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Matt Hooper posted a brief statement on Twitter about those leaked images:@id_Hooper posted:Those images have nothing to do with what you're gonna see in Doom4. When we officially show things you'll see awesome https://www.youtube.com/watch?v=P6YGd6EZQaA
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# ? Mar 2, 2012 11:20 |
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The Kins posted:Matt Hooper posted a brief statement on Twitter about those leaked images: Seriously though cool to hear about the co-op - I've never been a fan of SP wave gameplay as it feels kind alifeless but with other people it's much much better.
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# ? Mar 2, 2012 11:29 |
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Oh god Reelism update and it's got co-op!!
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# ? Mar 2, 2012 11:34 |
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misterdoo01 posted:Having an extra life would be nice. How do I go about activating that? I thiiiink all you have to do is host a co-op server and set Max Lives to 2. I'd have to double check to see if I'm forgetting a step though.
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# ? Mar 2, 2012 20:50 |
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I reread this thread earlier and saw the (legitimate) complaints about modern shooters such as COD being too linear. Then I found these parody fan videos. What would Doom and Quake look like if they were released today? https://www.youtube.com/watch?v=W1ZtBCpo0eU https://www.youtube.com/watch?v=C4yIxUOWrtw I showed the Doom one to my friend, who has grown up on games like Halo and COD. I could see his frown getting bigger by the minute.
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# ? Mar 2, 2012 21:00 |
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This thread has turned me on to Brutal Doom. What a fantastic mod. I've always played Doom really fast and loose. I mean, that's the way it's meant to be played, I think, but now I have to be a lot more careful and thoughtful with my shots and positioning, and it's so fun. Plus it's satisfying to skullfuck a Pain Elemental with the barrel of a shotgun as an execution. I love that the annoying enemies have had their health reduced. It makes the normally loathsome levels like The Pit so much more fun and fluid.
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# ? Mar 2, 2012 22:36 |
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Super duper excited about the Reelism update. It would be really cool to get everyone together on a server for coop when it comes out.
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# ? Mar 2, 2012 22:49 |
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Cross posting this from the imgur roulette thread, just coz. Actual original content: Put me down for a Reelism co-op server. I love Reelism though it did feel like it was missing co-op in previous versions.
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# ? Mar 3, 2012 02:35 |
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tooooooo bad posted:Super duper excited about the Reelism update. It would be really cool to get everyone together on a server for coop when it comes out.
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# ? Mar 3, 2012 03:28 |
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Zero Star posted:I reread this thread earlier and saw the (legitimate) complaints about modern shooters such as COD being too linear. Then I found these parody fan videos. What would Doom and Quake look like if they were released today? I haven't actually played any modern FPS games, I think the newest was Half-Life 2. I assume these are exaggerated, but have they really become so simplistic? "Return to the combat zone!" was especially scary. EDIT: I saw a while back a mod for the Doom engine games that placed weapons/enemiesetc. from any of the games into whatever map you're playing. So you'd be playing Doom, but find a weapon from Heretic, and battle Doom monsters along with Hexen enemies. Or something like that. Was it any good? Anyone have a link? Project1 fucked around with this message at 03:37 on Mar 3, 2012 |
# ? Mar 3, 2012 03:31 |
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Dukka posted:I have had success running small coop games from time to time with friends, so I could look into if you guys want some cool action. That'd be great. Kazvall has hosted our weekend Doom sessions in the past but he hasn't posted in this thread for a few pages so he might be busy with other stuff now. Also Yodzilla's new avatar
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# ? Mar 3, 2012 03:35 |
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Project1 posted:I haven't actually played any modern FPS games, I think the newest was Half-Life 2. I assume these are exaggerated, but have they really become so simplistic? "Return to the combat zone!" was especially scary. Project1 posted:EDIT: I saw a while back a mod for the Doom engine games that placed weapons/enemiesetc. from any of the games into whatever map you're playing. So you'd be playing Doom, but find a weapon from Heretic, and battle Doom monsters along with Hexen enemies. Or something like that. Was it any good? Anyone have a link?
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# ? Mar 3, 2012 03:40 |
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Zero Star posted:
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# ? Mar 3, 2012 04:33 |
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Zero Star posted:I got a "Return to the combat zone!" message during a Battlefield 3 online match last night. Yeah that's something you see in multiplayer stuff, which is a lot more tolerable to me than big artificial obvious walls boxing you in. That's been in BF games since the beginning.
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# ? Mar 3, 2012 05:16 |
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Rather Dashing posted:Which, everyone should add, is loving awesome and worth your time. I get errors when I try to run Aeons of Death. Any suggestions on what I should do to fix? Edit: I have the latest SVN build of GZDoom. DarkSol fucked around with this message at 05:26 on Mar 3, 2012 |
# ? Mar 3, 2012 05:22 |
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tooooooo bad posted:That'd be great. Kazvall has hosted our weekend Doom sessions in the past but he hasn't posted in this thread for a few pages so he might be busy with other stuff now.
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# ? Mar 3, 2012 06:35 |
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DarkSol posted:I get errors when I try to run Aeons of Death. Any suggestions on what I should do to fix? Make sure you have both Aeod.pk3 and Aeoddat.pk3 (which contains all of the extra weapons/creatures you'll meet). They don't make that very clear on the current forum thread. Here's the dat package incase that's your issue.
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# ? Mar 3, 2012 06:44 |
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# ? Jun 3, 2024 21:50 |
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Project1 posted:I haven't actually played any modern FPS games, I think the newest was Half-Life 2. I assume these are exaggerated, but have they really become so simplistic? "Return to the combat zone!" was especially scary. It's exaggerated (obviously). For example, the recently released Darkness II has most of the things in that video (it's linear, has regenerating health, and the game literally yells at you when you do something you shouldn't), but the implementation isn't anywhere near as obnoxious as it is in that video.
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# ? Mar 3, 2012 07:07 |