
Doom corner "for all Doom related discussion"
#3421 Posted 12 January 2020 - 04:02 AM
This post has been edited by Zaxx: 12 January 2020 - 04:03 AM
#3424 Posted 14 January 2020 - 10:07 AM
I hope it gets subtitles soon; the audio effects are making it difficult for me to understand everything being said. Only bits and pieces.
#3425 Posted 14 January 2020 - 10:11 AM
I still have no doubt this will be my GOTY, mind you
#3426 Posted 14 January 2020 - 10:17 AM
#3427 Posted 14 January 2020 - 11:01 AM
Anyway, prepare yourself, because indigenous will come back from their graves to destroy tanks and war planes with new energy spears, arrows, blades and some axe https://forums.duke4.net/public/style_emoticons/default/biggrin.gif.
#3430 Posted 21 January 2020 - 09:23 AM
#3432 Posted 21 January 2020 - 09:31 AM
#3433 Posted 21 January 2020 - 11:36 AM
PikaCommando, on 21 January 2020 - 09:25 AM, said:
The new animations would take tons more tiles than the old ones, so they couldn't be put on the original tile numbers. They would need to be added to new tile numbers, then all the actor code would have to be modified to refer to the new animations (including even nitty-gritty things like actioncount based responses). The animated sprites would also take up lots more memory (like 4X as much). We already get hitches in our mods when large numbers of tiles are loaded in, so that would be fun too.
What you actually want, the holy grail in my opinion, would be a new HRP, but this time make all the models look exactly like voxels of the sprites but with smooth animations, and make them work properly with all pal swaps.
#3434 Posted 21 January 2020 - 12:07 PM
Hendricks266, on 21 January 2020 - 09:31 AM, said:
It may not be, but it surely looks boner-inducing.
This post has been edited by NightFright: 21 January 2020 - 12:07 PM
#3435 Posted 21 January 2020 - 01:41 PM
Based on this, it seems like everything is matching up with that one showcase Id did a few months back, where they kind of explained their intent behind the combat and how they really wanted the player to be thinking at all times. Personally I am all about that. Juggling a wide variety of enemy types and the most effective weapons to use against them, making lightning-fast do-or-die decisions in the heat of battle... That's really why I enjoy FPSes (and why I tend to favor the older ones). It seems like Eternal is really going to scratch that itch. 4 was really good and came super close, but there were a few weapons that, when upgraded, sort of became a "win most battles" button.
I know he isn't always the most accurate, but I really hope his prediction about this being a total milestone in the evolution of this genre comes true. The genre in modern times has been begging for a radical change-up for a good few years now, and if this leads to more games having an intense focus on the combat and juggling all those elements, then I will be a happy player. Won't matter if it comes from indie throwbacks or modern game studios as long as there's a juggling act.
#3436 Posted 21 January 2020 - 07:06 PM
#3437 Posted 21 January 2020 - 10:32 PM
This post has been edited by NightFright: 21 January 2020 - 10:34 PM
#3438 Posted 21 January 2020 - 11:28 PM
Ninety-Six, on 21 January 2020 - 01:41 PM, said:
I don't know how you'd describe what a milestone means but I think that there is a very low chance of Eternal becoming a "trend setter" or anything like that, in fact this seems like a very risky game at this point.
From what I'm seeing Eternal really looks like a game that will test you when it comes to utilizing the mechanics of an old school shooter. If you look at the Noclip interview with Hugo Martin there he says that they watched the infamous Polygon gameplay video of Doom 2016 and what they learned from it was that the game should have killed that player for not playing the game the way it was meant to be played (movement, "push forward combat" etc.). As a result Eternal will kill you if you play like Polygon. :rolleyes:
That's risky because they are banking on player skill while the general audience (and especially journalists) usually suck at playing FPS well. In order to combat this they made the devs seemed to have made the game very color coded in its looks plus just like in Doom 2016 the hitboxes will be huge etc. and those things will help a lot but they won't make bad player habits magically go away. If you started playing FPS with corridor shooters and military shooters then forgetting all that and learning how to play an arena FPS is quite tough.
And really, this seems like a game made for "sweaty" players as Spuddy, one of Australia's best Quake players puts it:
Guess a lot will depend on how the lower difficulties will be balanced.
This post has been edited by Zaxx: 21 January 2020 - 11:28 PM
#3439 Posted 22 January 2020 - 12:02 AM
Top of the line budget and animation talent used for the stupidest shit, I love it. :rolleyes:
This post has been edited by Zaxx: 22 January 2020 - 12:03 AM
#3440 Posted 22 January 2020 - 09:28 AM
Zaxx, on 21 January 2020 - 11:28 PM, said:
Can't wait for all the game "journalists" to cry about the game being too hard :mellow:
This post has been edited by Lazy Dog: 22 January 2020 - 09:32 AM
#3442 Posted 22 January 2020 - 10:21 PM
NightFright, on 21 January 2020 - 10:32 PM, said:
Doom 2016 took me 34 hours to complete, so if it's really going to be double that then I'm going to get my money's worth!
#3446 Posted 29 January 2020 - 10:11 AM
This post has been edited by Cherno: 29 January 2020 - 10:14 AM
#3447 Posted 29 January 2020 - 11:02 AM
Zaxx, on 21 January 2020 - 11:28 PM, said:
It looked easy on old demo videos, and then seeing, I think, Gmanlives playing (on ultraviolence though), it looked hard.
You see a bunch of games claiming to be punishingly hard or dark-souls like, but you don't see much of that in FPS. You see gameplay presentation of a guy playing in easy mode with god mode so you can imagine you will be a badass when playing, they don't advertise by showing some guy struggling in Ultraviolence.
This post has been edited by Fauch: 29 January 2020 - 11:06 AM