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Doom Corner  "for all Doom related discussion"

User is offline   Tea Monster 

  • Polymancer

#781

Joining through Steam should be possible. I wound up playing with someone on a forum I know and didn't even realise till afterwards.

Edit: Played a bit. The music is now a metaled-up version of one of the original Doom themes :)

This post has been edited by Tea Monster: 05 December 2015 - 02:06 AM

1

User is offline   xMobilemux 

#782

I played a few matches today and I had a lot of fun with it, I was pleasantly surprised with the Plasma Gun as when I saw it in the reveal trailer it looked pretty lackluster, but when I got a hold of it in deathmatch it became my favorite weapon to use next to the rocket launcher.

The double barrel shotgun however felt like shit and was only useful when a player was right next to me.

I was curious as to why the main shotgun wasn't in the Alpha but then I figured maybe they're taking the shotgun back to the drawing board as the shotgun from the reveal was a joke, it needed to pack more of a punch and not be Doom 2016s version of the Pistol from the original game.

But really the alpha was a lot of fun for me and yeah it's not as fast as classic Doom and it never will be until console shooters take a hike, but it was still a lot more fast paced than the shooters of the modern era and I'm really looking forward to the game.
0

User is offline   Tea Monster 

  • Polymancer

#783

I was really disappointed with the double shotty, especially as it was Doom. :)

I like DM, but it's the single player against the demons that I'm really looking forward to.
0

User is offline   HulkNukem 

#784

View PostxMobilemux, on 05 December 2015 - 02:10 AM, said:

I played a few matches today and I had a lot of fun with it, I was pleasantly surprised with the Plasma Gun as when I saw it in the reveal trailer it looked pretty lackluster, but when I got a hold of it in deathmatch it became my favorite weapon to use next to the rocket launcher.

The double barrel shotgun however felt like shit and was only useful when a player was right next to me.

I was curious as to why the main shotgun wasn't in the Alpha but then I figured maybe they're taking the shotgun back to the drawing board as the shotgun from the reveal was a joke, it needed to pack more of a punch and not be Doom 2016s version of the Pistol from the original game.

But really the alpha was a lot of fun for me and yeah it's not as fast as classic Doom and it never will be until console shooters take a hike, but it was still a lot more fast paced than the shooters of the modern era and I'm really looking forward to the game.


I think the regular shotgun is the starting weapon (no pistol) and once you get the super shotgun, it basically surprasses it (similar reload times, much more damage on the super) which is why I think its not in the Alpha.
There's also a few other weapons not in the alpha either, like the BFG, minigun, and the heavy machinegun

I wish the Plasma rifle had better sounds, it sounds too much like a taser or something. Unaffective.
I like the new assault rifle type weapon. I usually either have that and the super shotty or the rocket launcher and the super shotty; do damage to an enemy while closing the gap and finish them off with a shotgun blast to the dome. (I get the switch hitter award A LOT)

I'm usually top 3 every match, I haven't played competitive FPS gaming in a long time, so I either have the gift, or these players just suck.
0

#785

View PostxMobilemux, on 05 December 2015 - 02:10 AM, said:

The double barrel shotgun however felt like shit and was only useful when a player was right next to me.


That's because modern devs know shit about guns and think shotguns have zero range. Shadow Warrior has the same issue.
0

User is offline   xMobilemux 

#786

View PostHulkNukem, on 05 December 2015 - 07:46 AM, said:

I'm usually top 3 every match, I haven't played competitive FPS gaming in a long time, so I either have the gift, or these players just suck.

Same here, can't remember the last time I played a competitive FPS and yet I still end up being in the top 3 in every match.
0

User is offline   Sixty Four 

  • Turok Nukem

#787

PC players are more skilled then console players especially when it comes to a game like Doom just ask Gaben xD he will tell you the same all day.
0

#788

View PostSixty Four, on 05 December 2015 - 08:55 PM, said:

PC players are more skilled then console players especially when it comes to a game like Doom just ask Gaben xD he will tell you the same all day.


PC player has an important advantage called the "mouse" which is the best tool to aim, hence PC superiority. :) That's pretty much the main reason as I find keyboard movement inferior to controller.
1

User is offline   OpenMaw 

  • Judge Mental

#789

View PostDuke of Hazzard, on 06 December 2015 - 12:31 AM, said:

I find keyboard movement inferior to controller.


Well, please know that you are wrong. And you're going to Hell for all eternity.

But we love you anyway.
4

User is offline   HulkNukem 

#790

Keyboard and Mouse are better for FPS and RTS, controllers are better for everything else.

Playing a twinstick shooter or something like the Arkham games on a keyboard is abysmal.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#791

Keyboard only is definitely inferior. Keyboard & mouse, however...
1

#792

View PostHulkNukem, on 06 December 2015 - 03:22 PM, said:

Keyboard and Mouse are better for FPS and RTS, controllers are better for everything else.

Playing a twinstick shooter or something like the Arkham games on a keyboard is abysmal.


In RTS from experience I know that the keyboard gives the advantage more than the mouse, because you can bind so much crap to the keyboard it isn't funny. The mouse is still more useful than a stick, though. Sticks are simply slow and inaccurate when controlling pointers.
0

#793

I got invited, but I missed it this weekend. Was there anything new compared to the last test?
0

User is offline   HulkNukem 

#794

View Posticecoldduke, on 07 December 2015 - 06:37 AM, said:

I got invited, but I missed it this weekend. Was there anything new compared to the last test?


Nothing content wise, no
They probably did different stuff behind the scenes
BTW if you got into this alpha, you are also going to get into future alphas (if there is anymore)
0

User is offline   Mr. Tibbs 

#795

http://webmup.com/e7d4b/vid.webm
0

User is offline   HulkNukem 

#796

Completely pointless comparison; the ultimate Doom video is a speedrun, the new Doom E3 footage is intentionally slower paced to show off the game. If the first footage of the new Doom was them speedrunning it, you wouldn't see WTF was going on.
0

User is offline   Mr. Tibbs 

#797

I think it is a useful comparison because it highlights just how different the fundamental moment-to-moment gameplay is. Doom 2016 plays closer to something like Crysis 2 or Halo 5 than it does id's original. It looks so bloody slow side-by-side. Even if you were playing with a mouse and keyboard, it's not like the movement speed is going to change. Would a run like that even be possible in nu-Doom?

I really hope they fix the shotgun. Man alive, it's limp and lame.

This post has been edited by Mr. Tibbs: 07 December 2015 - 11:08 PM

1

#798

I prefer speedy gameplay but it was much easier to pull it off in early games. Nowadays realism is the trend and it has slowed everything down.

It may have had something to do with consoles requiring slow play to be playable, as controllers are less precise with aiming and stuff.
1

User is offline   xenoxols 

#799

We need more mod posts.
Posted Image
Posted Image
1

User is offline   LkMax 

#800

You can't just post cool screenshots like that without giving the project link or name...
1

User is offline   xenoxols 

#801

http://forum.zdoom.o...hp?f=19&t=49483
This is the weapons mod, haven't released the map yet. It's like 2 rooms.
EDIT:
Posted Image

This post has been edited by xenoxols: 09 December 2015 - 06:38 PM

2

User is offline   Lunick 

#802

Cacowards are up http://www.doomworld...years/index.php
4

User is offline   MrFlibble 

#803

xenoxols, those are some cool screenshots, where does the monster in the third one come from?

Also the first shot is from an underwater scene?
0

User is offline   xenoxols 

#804

Hey, the T800 sprite is from MarlboroMike2100 and edited by hornetzero. The first shot just has a ton of blue light, it's not underwater.
1

User is offline   LkMax 

#805

After reading the description, it's basically Doom: Blood Dragon, me wants! :thumbsup:
0

User is offline   FistMarine 

#806

edit

This post has been edited by FistMarine: 11 December 2016 - 06:37 AM

0

User is offline   MrFlibble 

#807

View Postxenoxols, on 10 December 2015 - 04:50 AM, said:

Hey, the T800 sprite is from MarlboroMike2100 and edited by hornetzero.

Heh, I did not recognize it :thumbsup: MarlboroMike2100's art is awesome.
0

User is offline   Lunick 

#808

New FMV picture:
Posted Image
2

User is offline   Tea Monster 

  • Polymancer

#809

Posted Image

New Doomsday renderer in action with the Cyberdemon model.
4

User is offline   MrFlibble 

#810

Just learned about a project called CyberShade:

Jimi said:

CyberShade is a new game based on Chocolate-Doom. It uses a 16 color palette. It is kind of bullet hell, slaughter kind of game. It is still very WIP, but playable, totally standalone.
<...>
Features lots of enemies stacked up to the ceiling. New level editing possibilities that allow D2MAP07 like specials in any level with any enemies or items with any kind of action. Teleports can teleport to random locations without needing a different tag for every line/tele exit. Has ambient sounds, and sound system improvements: sounds have different radiuses, use z height, level geometry can occlude the sound and play less loud.

It has 4(+1) singleplayer/coop levels and 3 deathmatch levels. It allows 99 levels for both modes. Levels that don't exist are skipped, and finishing level 99 (or whatever was the last level) loops back to the first level, so you could play it forever. Also possible to use any sky in any level, up to 99 different skies can be used. Switches and animated textures are still kind of hardcoded. Liquid textures don't animate yet, I hope to be able to make some Quake like warping for them...

Yea, and since there's plenty of room for levels, if someone makes some cool levels for this, they can get included. Editor configs included for DB1, DB2 & GZDB, SLADE3 and Eureka, more stuff about level editing in editing.txt.

Automap has been improved to show nearby enemies, show important objectives with highlight, damage sectors are visible. In deathmatch the level is fully mapped, and the objective stuff allow highlighting the important stuff, so you can find the weapons and mega stuff easy.

Allows using Mouse Look (with decreased autoaim), or the Doom like Mouse Turn/Move (with increased autoaim). The setting is recorded into demos, so if you watch someone elses demo, you don't need to wonder what settings to use.


This post has been edited by MrFlibble: 13 December 2015 - 06:42 AM

2

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