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Phobophilia posted:frisk will become doomguy's friend It's been done already. the OFFICIAL DOOM NOVELS feature a sequel where the Doomguy returns to Doom (perhaps, as you say, in a NG+) and rather tha killing demons he converts them to Christianity where they become his friends. This is a mechanic that Doom 5 needs to borrow I feel.
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# ? May 20, 2016 17:19 |
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# ? Jun 5, 2024 02:29 |
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Black Griffon posted:By the way, in the same way the Polygon-gifs should be posted every 50 pages or so as a cautionary tale, DraQu beating ultra-nightmare should be posted as an inspiration. It's how I imagine the actual Doom Marine would beat the game. It's insane. He's got the Nightmare speed runs and the Easy speed runs down to like 1:25. He says Ultra Nightmare is next now that he knows the skips.
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# ? May 20, 2016 17:20 |
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Phobophilia posted:frisk will become doomguy's friend The sight of Super Shotgun fills you with Doom Termination
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# ? May 20, 2016 17:34 |
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I haven't felt this way since playing Doom and Duke Nukem as a kid but I just need more of this game. I want something beyond Snapmap I want a full fledged map editor I want to make massive crazy single player levels and campaigns. I want to download something like Going Down someone else has made. What's the chances they ever release a full map editor?
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# ? May 20, 2016 17:41 |
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Probably somewhere between never and certain.
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# ? May 20, 2016 17:42 |
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ImpAtom posted:It's been done already. deus ex is already the friendly shooter where no one needs to die
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# ? May 20, 2016 17:42 |
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ImpAtom posted:It's been done already. Baptismal Font Gun 9000
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# ? May 20, 2016 17:43 |
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Dr. VooDoo posted:I haven't felt this way since playing Doom and Duke Nukem as a kid but I just need more of this game. I want something beyond Snapmap I want a full fledged map editor I want to make massive crazy single player levels and campaigns. I want to download something like Going Down someone else has made. What's the chances they ever release a full map editor? Never, but trust me YOU DO NOT WANT A MAP EDITOR FOR ID TECH 6. You couldn't do dick with it. It would take you literal months just to make a single room. That's WHY they made SnapMap. Giving you the tools to make Doom maps from scratch would accomplish nothing because you can't feasibly do it. Even if you somehow got a mod team together you'd still barely be able to get off the ground, unless you're all actual professionals with experience and you're willing to work full time on it. People underestimate how much work modern games are. They're an insane amount of full-time work, for as many as hundreds of employees, working 40 hour or more weeks every week for years. Instead, you should download this: http://www.doombuilder.com/ or this http://slade.mancubus.net/ And then make maps just like 'Going Down' for Doom 1/2. Unlike Id Tech 6, with Doom 1/2 engines you can throw together an entire level in an afternoon. In a week or two you could build an entire episode. And Doom 1 and 2 are still hella loving fun times. The lower level graphics and more abstract appearance gives you freedom to build things faster and focus more on the gameplay than fixing bugs with terrain z-fighting or messing with brushes or making sure that every specific version of a model and its normal maps and parallax maps all get imported properly into the toolchain and then making sure the lighting gets compiled right and then making sure the megatextures get properly compiled and atlassed and... its just not feasible to make Id Tech 6 maps yourself as a hobbyist, but Doom 1/2 is loving perfect for that.
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# ? May 20, 2016 17:47 |
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JerryLee posted:Man, after finishing the Doom campaign, I've been going back to playing through TNO in between replaying Doom missions, and, well... I'm certainly not going to call TNO a bad game but it's amazing how quickly I started to take for granted little quality of life things like "being able to climb up on a low ledge" or "falling eight feet without losing any health" That's probably the biggest difference for me too is the platforming aspect - other FPS games either limit it, don't implement correctly, or end up not using it. The jump-grab on ledges and other little things like that make a HUGE difference in traversing different levels and making the world feel more "open". It's weird going from older FPS titles that were limited in how large and exploratory their level designs were, to having a world that felt almost limitless with where you could go and what could be done.
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# ? May 20, 2016 17:52 |
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Zaphod42 posted:Never, but trust me YOU DO NOT WANT A MAP EDITOR FOR ID TECH 6. You couldn't do dick with it. It would take you literal months just to make a single room. That's WHY they made SnapMap. Giving you the tools to make Doom maps from scratch would accomplish nothing because you can't feasibly do it. Even if you somehow got a mod team together you'd still barely be able to get off the ground, unless you're all actual professionals with experience and you're willing to work full time on it. I feel like someone who's really into the new DOOM 2016 lore could run with it and make a neat WAD for DOOM OG, maybe with a few gameplay inspirations from the latest incarnation.
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# ? May 20, 2016 17:58 |
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I'm late on this but: Linguica posted:Wow some purestrain goons.txt in the last few pages Jesus Christ I liked the whole speculation about what the alternate universes and dimensions actually meant and ignoring the obvious. it's the modding community you dopes
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# ? May 20, 2016 18:01 |
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Crusader posted:I feel like someone who's really into the new DOOM 2016 lore could run with it and make a neat WAD for DOOM OG, maybe with a few gameplay inspirations from the latest incarnation. Guaranteed somebody's gonna rip sprites of the gun models and make a gun pack for classic doom out of the new doom weapons. If they haven't already... a retard posted:I'm late on this but: Yeah I'm pretty sure the whole "doomguy stayed in hell for a billion years fighting demons cuz he liked it" is their way of nodding towards the fact that we as doom players kept playing doom 1/2 for years and years on a bunch of community maps before Id released another official Doom (and even after that). Its really great how they didn't toss anything out; DOOM has references directly to Doom 1, Doom 2, Doom 3, the modding community, the comics, the books, pretty much everything. I'm not sure if there's any direct Doom 64 references but I think somebody said something earlier? Could be mistaken. Zaphod42 fucked around with this message at 18:10 on May 20, 2016 |
# ? May 20, 2016 18:08 |
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Zaphod42 posted:DOOM has references directly to ... the modding community, ... the books
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# ? May 20, 2016 18:13 |
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easily the most fun I've had with a shooter in a year. I only wish there was co-op multi in the campaign.
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# ? May 20, 2016 18:24 |
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a retard posted:I'm late on this but: Yeah, I'd been thinking this would be an awesome interpretation-- basically what Zaphod said above. Every time someone releases a WAD worth playing, that's another parallel universe that Doomguy gets to save from the demons! Also, I would have said that sneering at people for being engaged with something is more goons.txt than the being engaged itself, but I guess goonsay is always in the eye of the beholder
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# ? May 20, 2016 18:25 |
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Tim Raines IRL posted:easily the most fun I've had with a shooter in a year. I only wish there was co-op multi in the campaign. If there are a good hoard mode (not the eh snapmap stuff) or co-op mode I may never stop playing the game.
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# ? May 20, 2016 18:25 |
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a retard posted:I'm late on this but: I believe I briefly touched on that subject. Morter fucked around with this message at 18:29 on May 20, 2016 |
# ? May 20, 2016 18:26 |
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Doom gives me a similar rush to bloodborne with the way Health works etc. if I'm about to die it's just like "gently caress I'm not killing poo poo hard enough. I gotta kill this poo poo harder!!!!"
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# ? May 20, 2016 18:27 |
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NESguerilla posted:Doom gives me a similar rush to bloodborne with the way Health works etc. if I'm about to die it's just like "gently caress I'm not killing poo poo hard enough. I gotta kill this poo poo harder!!!!" Especially so when there's a neat mechanic where the health dropped by monsters is higher the less health you have. It encourages you to go balls out all the time.
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# ? May 20, 2016 18:34 |
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Zedsdeadbaby posted:Especially so when there's a neat mechanic where the health dropped by monsters is higher the less health you have. It encourages you to go balls out all the time. Same with ammo
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# ? May 20, 2016 18:44 |
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Lmao at you if you don't think Doom is art.
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# ? May 20, 2016 18:45 |
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Kramjacks posted:Lmao at you if you don't think Doom is art. Doom absolutely is art, and has been all along.
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# ? May 20, 2016 18:54 |
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Zaphod42 posted:Never, but trust me YOU DO NOT WANT A MAP EDITOR FOR ID TECH 6. You couldn't do dick with it. It would take you literal months just to make a single room. That's WHY they made SnapMap. Giving you the tools to make Doom maps from scratch would accomplish nothing because you can't feasibly do it. Even if you somehow got a mod team together you'd still barely be able to get off the ground, unless you're all actual professionals with experience and you're willing to work full time on it. This post is a ways back but i need to throw in my two cents. You say this poo poo like it hasn't become incredibly easier to make stuff on that level. It really has. Back when RAGE was released things were still in a pretty helter-skelter Wild West environment where things were changing in ways that made it harder. Tools weren't being made fast enough to catch up with the needs of developers. But now? Any dork can look up tutorials and make a hi definition gun, vehicle, room, character in anywhere between a week or a month. Hi def modelling is trivial, texturing even moreso. And once you create the assets you need? Strew them loving everywhere. It's never been easier, and we don't have to deal with the insanely poopybad game that was Rage, where nobody had any interest in modding it in the first place. Unless we're just talking about how IdTech in general is kinda weird, then yeah it MIGHT be more difficult to play with than the average. Everything in time, or whatever.
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# ? May 20, 2016 19:00 |
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Doom is fart, and I love to rip and tear
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# ? May 20, 2016 19:01 |
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I'm serious when I say everybody should try out making Doom 1/2 maps with SLADE. Its really easy and really fun, and you can do some fantastic stuff. Everybody make a basic map and then share it in the thread and we can all play each others' maps. I have one from a few weeks ago I was playing around with, I should finish it. Colon Semicolon posted:This post is a ways back but i need to throw in my two cents. Lol, if it takes you "between a week or a month" to make a single gun, vehicle, etc. how the hell long do you think its going to take to make a full room? You have to make all those assets first, and no, it is not as simple as "strew them loving everywhere", there's way way way more to it than that with Id Tech 6. Just running the map editing program requires a really powerful machine because it was all designed from the ground up for professional game dev teams, so you can have multiple artists working on the same map at the same time in parallel. I said it would take you months and that's the point. Its just not feasible for a single person or even a small, hobbyist internet team to make enough content for a level, much less put all that content together and test it and build up the navmeshes and scripts and triggers and things you need for it to be playable. Second, yes, I AM explicitly talking about IdTech 6, and how the gently caress did you not get that from the post that began "YOU DO NOT WANT A MAP EDITOR FOR ID TECH 6" ?? Like seriously what the gently caress dude. Obviously I'm not talking about all game development in general. I'm talking about Doom running in the Id Tech 6 engine. That's what we're talking about here. People asking for modding tools for Doom 4 (2016), what thread did you think you were in? Zaphod42 fucked around with this message at 19:10 on May 20, 2016 |
# ? May 20, 2016 19:07 |
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Segmentation Fault posted:I'm alright with "games as art" but I feel that focusing on one side too much leads to a bad experience. We've recently seen a huge surge in art games (and a lot of really bad ones too), and not enough games willing to just be games. I feel that the best games (Deus Ex, Half-Life, Sid Meier's Alpha Centauri, etc.) are able to combine both of these elements into one in order to make a compelling story that's also incredibly engaging and fun to play.
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# ? May 20, 2016 19:09 |
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DOOMtm is loving great. What is badly needs though is more levels, and BIGGER GUTS. More level packs instead of multiplayer horseshit please, I'll buy all of them. You can skip the cutscenes too, kthx.
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# ? May 20, 2016 19:09 |
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Jack Trades posted:DOOMtm is loving great. What is badly needs though is more levels, and BIGGER GUTS. No, cutscenes are great. I want more problems being fixed with punches (and kicks).
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# ? May 20, 2016 19:10 |
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Has anyone uploaded the e1m1 elevator music version that plays when you pick up a little Doomguy figure?
redbackground fucked around with this message at 19:20 on May 20, 2016 |
# ? May 20, 2016 19:11 |
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I think I'm gonna try to make my first Doom 2 map this weekend.
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# ? May 20, 2016 19:14 |
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Anyone see this yet? He has this idea that the plot of Doom doesn't have anything to do with Samuel Hayden or the UAC or whatever. The plot is that Doom itself (a game where Doomguy goes around RIPPING AND TEARING) is a ritual and the players themselves are taking part in that ritual. https://www.youtube.com/watch?v=m424XwGH1Uc Also his mouse clicking is super loud.
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# ? May 20, 2016 19:14 |
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so if what I am hearing is correct, the chronological order of doom games is DOOM DOOM 2 DOOM 64 DOOM
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# ? May 20, 2016 19:16 |
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Morter posted:No, cutscenes are great. I want more problems being fixed with punches (and kicks). I like that kind of cutscenes. What I don't like is people talking and not letting you kill stuff or break things. There are a few cutscenes where you can't do poo poo but to listen to people.
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# ? May 20, 2016 19:17 |
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Zaphod42 posted:I'm serious when I say everybody should try out making Doom 1/2 maps with SLADE. Its really easy and really fun, and you can do some fantastic stuff. Cool down there Sparky.
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# ? May 20, 2016 19:17 |
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Jack Trades posted:I like that kind of cutscenes. What I don't like is people talking and not letting you kill stuff or break things. There are a couple of annoying ones where you're locked into staring and they stand out because nothing else in the game is like that.
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# ? May 20, 2016 19:18 |
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redbackground posted:Has anyone uploaded the e1m1 elevator music version that plays when you pick up a little Doomguy figure? Its more of a retro low-fi cellphone than elevator music. Elevator music is like, smooth jazz dude.
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# ? May 20, 2016 19:21 |
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Zaphod42 posted:I'm serious when I say everybody should try out making Doom 1/2 maps with SLADE. Its really easy and really fun, and you can do some fantastic stuff. Honestly a PC that can run Doom 4 on Ultra is probably strong enough to handle the map editor anyway. (or probably even less, considering PCs in the year of our lord doomguy 2016) Yeah I GUESS you would need a server farm if you wanted to do things 'The Id Way', but even a hobbyist could put something fairly nice looking together. You also seem to assume that it hasn't been improved since... what, 2011? And really, how hard is it to make scifi block assets anyway? (trick question: it isn't) You can make a crate less than an hour, a tiled normal map wall texture in less probably, and alot of the kinds of props they use are literal non-issues too. You can also get away with drawing a heightmap and then converting that to a normal, or even stamping in height alphas to add extra normal detail. And thanks to things like Quixel Suite and Substance, texturing is now totally trivial, where you're just modifying pre-generated stuff to look natural to the eye. I speak this from actual experience creating stuff like this. I said a month as the longest time frame because usually that's reserved to the most complicated poo poo, like character models and highly complicated, animated weaponry or vehicles. Doom 4 actually has very little of that overall, so that's less that anyone has to worry about. Maybe there's some pathing magic that would take effort to work out, but honestly, look at what people do with Bethesda games and try to tell me people aren't prepared these days to slam headfirst into this poo poo, even with Idtech being such a strange beast as it is. You're a very angry individual, please try and calm down. Diabetes Forecast fucked around with this message at 19:35 on May 20, 2016 |
# ? May 20, 2016 19:28 |
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It has everything to do with the way idTech 6 is set up. Everything Colon Semicolon said could be done pretty easily in Unreal Engine but idTech is a different beast altogether. And if the Rage mod tools are anything to go by you really don't want mod tools for Doom. At this point even Carmack recommends Unreal/Unity3D for indie devs starting out instead of modding. a retard fucked around with this message at 19:43 on May 20, 2016 |
# ? May 20, 2016 19:36 |
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I didn't realize we had so many people with idTech experience in this thread.
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# ? May 20, 2016 19:39 |
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# ? Jun 5, 2024 02:29 |
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He isn't wrong, the days of opening up maya and exporting to the game's editor are over.
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# ? May 20, 2016 19:40 |