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a MOOD wad????
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# ? Aug 3, 2019 19:19 |
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# ? May 19, 2024 16:05 |
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Shadow Hog posted:Shouldnt that actually be a liability? Invisibility is a minor problem in a room full of shotgunners though.
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# ? Aug 3, 2019 19:48 |
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yeah doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom wad
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# ? Aug 3, 2019 19:55 |
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John Murdoch posted:a MOOD wad???? Ooooh! A box! I'm a marriage counselor and I have never seen this box before!
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# ? Aug 3, 2019 20:19 |
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The Kins posted:I think most of the new art in Hell-Forged uses renders of high-poly 3D models as a base for hardcore pixel-arting The Hell-Forged creator's Doomwiki page (not quite up to date) refers to him as an "anime artist", so he probably has quite a bit of drawing experience. Whatever his method, he is absurdly talented at it. The ZDoom-Forums page for the wad has images of all the added or modified weapons and enemies, and some of them frankly look better than what you'd find in some commercial 90s FPSes. I'm especially fond of his take on the Spider Mastermind.
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# ? Aug 3, 2019 21:53 |
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Man i spent near an hour and a half tonight trying to do slaughterfest 3 map28 and just could not for the life of me figure out how to finish it. Got so frustrated i ended up doing a changemap to the next level and quit for the night lol
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# ? Aug 4, 2019 07:00 |
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I haven't played Doom in more than 10 years, but for some reason I decided to play a WAD, and ended up playing https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp. As it turns out, it was pretty amazing! Anyone got recommendations for other WADs like this, where it's a single massive map with its own progression?
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# ? Aug 4, 2019 09:14 |
Songbearer posted:Maybe a weird place to ask this but ever since I grew up along with these kinds of graphics I've always wondered how these absurdly detailed pixel art things were done. Is it digitised artwork or just genuine pixel art, or a combination of both? It just blows my mind how absurd they are. You render them, physically model/photograph them or paint/draw them then knock them down to the pallet and resolution you're going to use and then hand edit pixel art over them till they look right. I really like how this monster looks from hell forged
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# ? Aug 4, 2019 09:53 |
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Elswyyr posted:I haven't played Doom in more than 10 years, but for some reason I decided to play a WAD, and ended up playing https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp. As it turns out, it was pretty amazing! Anyone got recommendations for other WADs like this, where it's a single massive map with its own progression? This is really good so far; I only just got the blue key and it's nice playing a map that is big and sprawling and detailed with a high enemy count that isn't a pseudo-slaughtermap like Hellbound. I would be interested in more things like this as well
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# ? Aug 4, 2019 09:55 |
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Elswyyr posted:I haven't played Doom in more than 10 years, but for some reason I decided to play a WAD, and ended up playing https://doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp As it turns out, it was pretty amazing! Anyone got recommendations for other WADs like this, where it's a single massive map with its own progression? Haha, this level is so awesome, from the voxel Doom Vehicles and custom textures to the super twisty level layout. I love how it feels like a real factory type of place that has recently come under some very gribbly renovations. edit: The custom bosses and changing music and scripted saves are also super cool!! This whole thing had SO much effort put into it! CJacobs fucked around with this message at 10:29 on Aug 4, 2019 |
# ? Aug 4, 2019 09:56 |
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Elswyyr posted:I haven't played Doom in more than 10 years, but for some reason I decided to play a WAD, and ended up playing https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp. As it turns out, it was pretty amazing! Anyone got recommendations for other WADs like this, where it's a single massive map with its own progression? Supply Depot is very good, yes. It's why it had a Cacoaward. Another long & pretty levels are Hurt, Infraworld Hatehammer. Counterattack is a 6-map wad, but each one is pretty big too, with a similar progression.
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# ? Aug 4, 2019 10:13 |
Turin Turambar posted:Supply Depot is very good, yes. It's why it had a Cacoaward. Man, 11 years of work. I always think stuff like this is worth playing just because taking part in something that has taken a substantial chunk of person's life is something worthy of attention. I guess occasionally it's taken a substantial chunk of a person's life and ends up poo poo, but then it's worthy of a sadder kind of attention.
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# ? Aug 4, 2019 10:21 |
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John Murdoch posted:What's the ideal not-the-goddamn-brackets bind setup for being able to scroll through/use (I don't remember if you need a unique key for use item in those games) anyhow? Q + E would force Use to be somewhere else which feels wrong, R + F generally don't match the orientation. And no, I don't have any of your fancypants mice with extra buttons!!!! i bind z and c to scroll, and x to use, it's still kinda awkward though, but you can use your thumb for them
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# ? Aug 4, 2019 11:13 |
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I got a mouse with a scroll wheel that can rock side to side and I'm impressed that it just automatically got bound to inventory select. Before that though, I used the same zxc setup, or sometimes q/e select and alt to use.
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# ? Aug 4, 2019 11:48 |
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It's funny and sad to realize that this mod's probably doing better player-wise than the game that inspired it. It's definitely doing better development-wise. https://www.youtube.com/watch?v=-hcInvtzgpw
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# ? Aug 4, 2019 11:57 |
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https://twitter.com/DUSKdev/status/1157722799387095040
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# ? Aug 4, 2019 13:40 |
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I never understood the hate for Doom 3. Sure it's almost nothing like the originals but it's fine in its own way. The only thing I don't like about it is having to listen to a several minute audio log for a code to open a ammo locker.
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# ? Aug 4, 2019 16:17 |
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The Kins posted:It's funny and sad to realize that this mod's probably doing better player-wise than the game that inspired it. It's definitely doing better development-wise. Eh, I really doubt that. Quake Champions may not be hot poo poo but doom mods are pretty niche. There's still plenty of people playing QC.
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# ? Aug 4, 2019 16:29 |
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Are Plutonia, TNT: Evilution and No Rest for the Living good and worth playing? Never had a go at them.
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# ? Aug 4, 2019 17:00 |
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plutonia and tnt are very much worth playing imo. personally i think plutonia is the best of the three, but its also hard as gently caress, so keep that in mind. no rest for the living is a decent playthrough, but i dont think its comparable in quality to the final doom wads
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# ? Aug 4, 2019 17:25 |
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Overbite posted:I never understood the hate for Doom 3. Sure it's almost nothing like the originals but it's fine in its own way. The only thing I don't like about it is having to listen to a several minute audio log for a code to open a ammo locker. I mean, that's problem the first: It's nothing like the originals. The name on the box matters to people and creates expectations. Hell, even here on SA where we've never once stopped singing the praises of Prey, goons still regularly filter in going "wait I thought it was a sequel to that dumb old shooter, what do you mean it's System Shock 3???" revealing that people still care a great deal about what a game is called. (I personally don't buy into that myself, but here we are.) I would also argue that even as its own thing it's not particularly stellar. It's mired in its strange middle ground between jump scare-centric horror game, atmospheric story-driven horror game (ie, all of the audiologs and emails it really wants you to care about), and a run and gun-ish shooter. It often fails to merge those elements together in a satisfying way and all three struggle with their own individual issues as well.
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# ? Aug 4, 2019 17:34 |
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…and the monster closets. And the monster-closets-without-even-bothering-with-a-closet. It gets so formulaic that only a few maps in, you start being able to turn and face and immediately dispatch new spawns, often facing the right direction before the spawn animation even starts. It also manages the amazing combination of being completely linear and yet being horridly bad at telling you where to go. It looks decent and the shooting is… passable. But it's not a very well-designed game, even in the pantheon of iD tech demos.
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# ? Aug 4, 2019 18:00 |
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The one really spooky area of Doom 3 is the one where nothing spawns when you pull switches.
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# ? Aug 4, 2019 18:12 |
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FEAR managed to do everything Doom 3 wanted but better. I still kinda like Doom 3 but of all id games, I even prefer in certain parts Rage over it. Still well worth a playthrough at least and I'll end getting it on PS4 too because lol at not owning several retail and digital versions of all Doom games. -Doom 1/2 on Steam, GOG, Doom 95 amd the ones coming on BFG edition. -Doom 3 on PC (retail and steam). -Doom 3 BFG on PC retail (redeemed on steam) and GOG. Retail on Xbox360. Soon on PS4. -Doom 2016 digital PC and PS4 and retail (PS4). Looking forwars to get Doom Eternal on PC and PS4 because
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# ? Aug 4, 2019 20:33 |
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Actually, excellent timing, I just saw a Doom 3 mod that mentioned fhDOOM, a source port I'd never heard of before. It looks interesting, has anyone tried it? How is it?
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# ? Aug 4, 2019 22:06 |
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a game is always going to be judged harshly if it doesn't live up to previous entries. diablo 3 is probably a fine game in a vacuum but compared to the first and second game it's dogshit.
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# ? Aug 4, 2019 22:56 |
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I love Diablo games and played thousands of hours between all three but I wouldn't play Diablo 1 more than what I'm doing now: playing GOG release until completion and then not touch it because it's too clunky for today's standards. Diablo 2 is cool but it ends being kinda boring without mods and Diablo 3 at least on console with a controller is a drat fun ARPG. Sure, it isn't as deep as Diablo 2 but Mephisto runs burned me in the past and well, it needs some gfx and interface clean up.
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# ? Aug 4, 2019 23:06 |
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Is there a way to get around the bug in doom 3 where if you open some lift before turning power on you can’t go forward? Anything other than hoping for a previous save point?
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# ? Aug 4, 2019 23:07 |
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Jim Silly-Balls posted:Is there a way to get around the bug in doom 3 where if you open some lift before turning power on you can’t go forward? Anything other than hoping for a previous save point? Noclip?
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# ? Aug 4, 2019 23:29 |
Eeeh, I've had hours of amazing fun with Diablo 2, I've had even more hours of amazing fun with Diablo 3.
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# ? Aug 4, 2019 23:31 |
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took four months but I beat JDCP with the final doomer weaponset a very good wad with some creative as hell levels. like I'm looking back at all the levels i went through in the wad and so many were these crazy, sprawling, creative maps that made creative use of the vanilla textures. Lunar truck stops, hellworld sea ports, a library planet. although there were more maps that has keycard hunting than I wanted. And the 29th map was.... too avant garde. It felt like someone took all the maps in the wad and threw them in a vat of acid, and made you take a stamp of acid before playing. But boy it got annoying with the amount of rules it broke and the lack of direction. I probably would've liked it much more if I played it separate of the wad as a single level experience, but it was the penultimate level that came after what felt like several of the WAD's largest and most enduring maps, and after minute 30 I just wanted it to end. Automata 10 Pack fucked around with this message at 23:41 on Aug 4, 2019 |
# ? Aug 4, 2019 23:36 |
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ive put way more hours into diablo 3 on my ps3 than i ever did as a kid with d2 cuz playing that kind of game with a controller becomes something i can do on the couch with a beer and enjoy instead of a chore where i have to click 1000 times a minute
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# ? Aug 4, 2019 23:38 |
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The fact these new Doom Ports such as the one on switch lack the Dpad weapon swapping is absolutely infuriating and I do not understand the thought process of not including that feature. This playthrough also made it how clear Doom 2 has some odd design choices stemming from not really beimg a sequel like the backpack is a stupid power up in Doom 2 but an excellent one in Doom 1. Oh and Thy Flesh Consumed is ridiculously poorly paced difficulty wise.
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# ? Aug 5, 2019 00:30 |
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Barudak posted:The fact these new Doom Ports such as the one on switch lack the Dpad weapon swapping is absolutely infuriating and I do not understand the thought process of not including that feature. This playthrough also made it how clear Doom 2 has some odd design choices stemming from not really beimg a sequel like the backpack is a stupid power up in Doom 2 but an excellent one in Doom 1.
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# ? Aug 5, 2019 00:42 |
I guess because by default, I think the backpack's boost to ammo capacity lasts for the entire game in Doom II, whereas it only lasts for an Episode in Doom. Which means that subsequent pick-ups are basically just extra ammo, if you're playing that way. Of course, if you're playing pistol-start like me, you appreciate the subsequent backpacks and the whole gripe is moot.
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# ? Aug 5, 2019 01:07 |
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I, in general, dont like the backpack since its a permanent buff that carries across levels and it sticks out like a design sore thumb because of that. Beyond that in a continuous game of Doom 2 its pointless because as mentioned its a onetime power spike so theres no further progression after the first one and provides driplets of ammo otherwise. In a pistol start scenario since there isnt a defined "set" of maps, the backpack is in my opinion less well placed throughout Doom 2 since there isn't the same pressure to weave its accessibility into the difficulty of the given episode or even level.
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# ? Aug 5, 2019 01:43 |
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In custom campaigns the backpack is a great way to let the player know that the enemies are about to step their numbers up, because generally if it's handed out you are going to need the extra ammo capacity lickety split.
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# ? Aug 5, 2019 01:54 |
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I was playing Descent and it kind of feels like Blood in a ship. Open a door and get shot at instantly by everything on the other side. Turn a corner and robots are blasting you from all angles. I was playing on the middle difficulty but it still seems high. And no matter what sensitivity I use i still feel like I turn too slow.
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# ? Aug 5, 2019 02:04 |
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Overbite posted:I was playing Descent and it kind of feels like Blood in a ship. Open a door and get shot at instantly by everything on the other side. Turn a corner and robots are blasting you from all angles. I was playing on the middle difficulty but it still seems high. And no matter what sensitivity I use i still feel like I turn too slow. The best way to play it is with the sort of input devices used for complicated 3D modeling work, or one of the old SpaceOrb 360 controllers which basically used the same kind of designs. https://www.youtube.com/watch?v=UtRqgszxZlg The core thing you get with this is a very good way to simultaneously input pitch, yaw, and roll although really nice flight sim joysticks can also work it well. The newer devices here are mostly intended to be operated with one hand while also using a keyboard or mouse in the other to handle all the controls. Keyboard and mouse play can get very frustrating if you don't get very very good at reacting and memorizing where things are likely to be.
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# ? Aug 5, 2019 02:18 |
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# ? May 19, 2024 16:05 |
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The Kins posted:I wanna say the developer had moved onto Jupiter Hell well before Bethesda came knocking. There were a lot of worries, but all that really changed in the end was the name. Yeah, DoomRL was in maintenance mode and Jupiter Hell was at least being planned, if not developed, well before he got the demand to change the name. Overbite posted:I was playing Descent and it kind of feels like Blood in a ship. Open a door and get shot at instantly by everything on the other side. Turn a corner and robots are blasting you from all angles. I was playing on the middle difficulty but it still seems high. And no matter what sensitivity I use i still feel like I turn too slow. If you're using one of the source ports (you should be) there's an option to uncap turn speed; with that enabled, it behaves like "normal" mouselook. In OG Descent there's a hard cap on turn speed whether you're using the keyboard, mouse, or joystick. That said, the game is really designed around this limited turn speed and IMO turning on true mouselook makes it feel dramatically different. As for everything shooting at you when you enter a room -- don't forget that you can open doors from a distance (using flares or your main guns), which exposes you to a lot less danger than flying through the door face-first as you open it; also, don't forget that almost all attacks can be dodged, and even hitscanners will sometimes miss you if you're moving laterally to them. Also, if you're having trouble, on easier difficulties not only are enemies less aggressive, but their shots move slower and do less damage. ToxicFrog fucked around with this message at 02:21 on Aug 5, 2019 |
# ? Aug 5, 2019 02:19 |