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Doom Corner  "for all Doom related discussion"

User is offline   Bloodshot 

#1981

I hope they don't, they didn't bother touching this left 4 dead mod so i figured i might be okay doing something in doom

I made a bolter model and turned it into a sprite

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This post has been edited by Bloodshot: 09 June 2016 - 06:42 PM

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#1982

View PostHulkNukem, on 09 June 2016 - 08:47 AM, said:

They announced they are making Bots for the multiplayer too, awesome.
They shouldn't have given it to Certain Affinity in the first place, they are known for making CoD-style multiplayer and thats exactly what they made, when all Doom needed was the most basic modes like Deathmatch or CTF.
I hope they also just drop the multiplayer DLC, release it for free to appease season pass buyers, and release singleplayer stuff. Won't happen, but still


I thought multiplayer bots were already a thing? Someone said they were in the leaked alpha.
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User is offline   OpenMaw 

  • Judge Mental

#1983

That Space Hulk shit is looking really awesome, BloodShot. Rock on, dude!
1

User is offline   HulkNukem 

#1984

View PostPikaCommando, on 09 June 2016 - 08:14 PM, said:

I thought multiplayer bots were already a thing? Someone said they were in the leaked alpha.


The guy working on them didn't finish implementing them into the final game, he was the lead on Snapmap.
He will be finishing them for both the multiplayer and for Snapmap, which is fucking awesome.

I like what I'm seeing so far Bloodshot :)

This post has been edited by HulkNukem: 09 June 2016 - 09:07 PM

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User is offline   Lunick 

#1985

Incoming DOOM update https://community.be...et/thread/23941
2

#1986

View PostLunick, on 10 June 2016 - 06:11 AM, said:


Doesn't look like the next update will include bots :), probably get that by the end of summer.

This post has been edited by icecoldduke: 10 June 2016 - 06:21 AM

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#1987

>Added Classic DOOM weapon placement/view model option (1st person view option)
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1988

View PostTheZombieKiller, on 10 June 2016 - 09:48 AM, said:

>Added Classic DOOM weapon placement/view model option (1st person view option)


Lol that's awesome. Also, skyboxes in SnapMap!!

This post has been edited by MusicallyInspired: 10 June 2016 - 10:08 AM

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User is offline   Mr. Tibbs 

#1989

Tormentor released another batch of Blade of Agony screenshots.
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User is offline   Jolteon 

#1990

I've always loved watching the Cyberdemon, and the Spider Mastermind fight each other on level 20 in Doom II. It's always fun to see two bosses fight each other to see who's superior (In most cases it's always gonna be the Cyberdemon) :) .

Attached Image: DOOM1902.png

( Sorry if the screen is kinda red, there was a lost soul behind me, who decided to attack me at the moment I took the screenshot.)
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User is offline   HulkNukem 

#1991

I played Gotcha! A LOT as a kid. I liked leading other demons into that big room and having the Cyber and Spider wreck them all.
It was the first time I discovered that the Archvile will attack other demons but they won't attack him also. Easy way to kill both the Cyber and Spider
1

User is offline   MetHy 

#1992

View PostMr. Tibbs, on 10 June 2016 - 12:56 PM, said:

Tormentor released another batch of Blade of Agony screenshots.



This is cool but mixing Doom style pick up sprites and enemies with higher res textures and 3D models just doesn't work... Also the 3D models stick out due to the lack of shading on them.
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User is offline   Cage 

#1993

Hey I've got some cool stuff too!
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Mysterious! More on Twitter:
https://twitter.com/...605472814419968
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#1994

Going Down it's practically the Duke Hard equivalent of Doom, just in reverse.

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http://www.gamers.or...megawads/gd.zip

Onemandoom review
http://onemandoom.bl...down-gdwad.html

Entire playthrough
https://www.youtube....tGeW4KiQiuYQeKE
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User is offline   MetHy 

#1995

Well yes, I got the idea for Duke Hard after playing Going Down.

I think there is a HL community mod on the same idea.
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User is offline   HulkNukem 

#1996

Why would you have to scale down a skyscraper when in Doom there's no fall damage? :)
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#1997

View PostHulkNukem, on 11 June 2016 - 07:43 AM, said:

Why would you have to scale down a skyscraper when in Doom there's no fall damage? :P


Because you cannot break the windows to raid into the rooms. :)
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User is offline   HulkNukem 

#1998

View PostFantinaikos, on 11 June 2016 - 07:55 AM, said:

Because you cannot break the windows to raid into the rooms. :)


Doom Marine, killer of demons of any size and threat, beaten by a window a wiimote or newspaper could destroy

This post has been edited by HulkNukem: 11 June 2016 - 08:20 AM

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User is offline   Bloodshot 

#1999



Been playing around with menudefs and shit for polish
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#2000

View PostHulkNukem, on 11 June 2016 - 08:20 AM, said:

Doom Marine, killer of demons of any size and threat, beaten by a window a wiimote or newspaper could destroy


Or a knee high wall.
1

User is offline   deuxsonic 

#2001

My favorite are invisible walls, what I've long just called "the hand of god". I can think of little that destroys suspension of disbelief faster. I hate it and I swear it's the laziest game design element that persists to this day.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#2002

See, I took a lot of shit when I pointed out invisible walls on a Duke 3D user map, basically I was told "well can you think of a better way to stop the player from going over there? No? Didn't think so".

This post has been edited by Inspector Lagomorf: 12 June 2016 - 09:42 AM

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User is offline   deuxsonic 

#2003

There are better ways though. I would rather have buildings everywhere or mountains of garbage or some big door or something that at least exists in the game world than to have a big open area that when I try to enter (and by all appearances I should be able to enter), I hit an invisible wall, a reminder that I'm actually just walking through the narrow corridor that the designer has allowed.

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2004

Maybe I'm just old fashioned and used to it but invisible walls have never bothered me ever. I get a small feeling of disappointment at not being able to go where I see I'd otherwise be able to go physically, but it's quickly over, I accept it, and move on. Of course, being clever about it and disguising borders does look better, but sometimes it can be obvious too (like a canyon with walls that go up to the invisible ceiling).

Only Minecraft got it right, really. Minecraft and No Man's Sky, I guess. Actually, even Minecraft has an invisible ceiling, so...maybe not. No Man's Sky has an invisible galactic wall, but I think that gets a pass...

This post has been edited by MusicallyInspired: 12 June 2016 - 01:52 PM

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User is offline   HulkNukem 

#2005

Invisible walls don't bother me as much if they are used in places where you would obviously not want to go in the first place.
If there's a game with some verticality in mind, like say playing as the Hunter or Smoker in Left 4 Dead, not being able to stand on all the rooftops within the play area can ruin a strategy. Block me from going into that city street that is two blocks away from where the survivors can even run, that makes sense, but blocking a critical rooftop right next to the survivors making a stand is bullshit
Overwatch also has a bit of this as well, there's certain curved roofs you just slide off if you land on them.
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User is offline   deuxsonic 

#2006

If you're old-fashioned about it, then you aren't encountering these in the first place because of the technical limitations of said games like DOOM where you'd have to be cheating to encounter an area you shouldn't be able to go.

This post has been edited by deuxsonic: 12 June 2016 - 03:30 PM

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User is offline   Malgon 

#2007

View Postdeuxsonic, on 12 June 2016 - 10:36 AM, said:

There are better ways though. I would rather have buildings everywhere or mountains of garbage or some big door or something that at least exists in the game world than to have a big open area that when I try to enter (and by all appearances I should be able to enter), I hit an invisible wall, a reminder that I'm actually just walking through the narrow corridor that the designer has allowed.

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Nice to know those helpful instructions are accurate!
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#2008

video on doom 4 by 'razorfist' on youtube


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User is offline   Lunick 

#2009

Later today, the first level of DOOM will be available free to play for a week on consoles and Steam. New Snapmap options coming including Hell themed options.

The Demo seems to be live now on the Steam page http://store.steampo...com/app/379720/
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2010

Also, free for all classic deathmatch.
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