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Doom Corner "for all Doom related discussion"
#2492 Posted 07 January 2018 - 08:28 AM
For 5e it was worth it. Lasts about 2-3hours, it has a SSG (which afaik is new) which is very rewarding up close. I felt like the new enemies were not used well enough though, I felt like I barely saw them. Same thing with the final boss, which went down so fast using the BFG he barely attacked twice...
The Hell part is really well done, and in many ways reminded me of Doom 2016
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I played on Hard and supplies balance was ridiculous though. I was swimming in full ammo for most of the game...
Surpringsly BFG Edition comes with Ressurection of Evil as well, even though it's mentionned nowhere on the store page... so I'm going to replay that as well since I thought that was the best thing about Doom3.
#2493 Posted 07 January 2018 - 02:30 PM
#2495 Posted 10 February 2018 - 01:22 PM
It's out now.
This post has been edited by Mr. Tibbs: 10 February 2018 - 01:23 PM
#2496 Posted 19 February 2018 - 03:44 AM
Well, that's not something I thought I'd see.
This post has been edited by Zaxx: 19 February 2018 - 03:44 AM
#2497 Posted 26 February 2018 - 06:23 AM
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Not done the candle flames yet. Not sure if to go particles or mesh with alphas.
As usual, Doomsday, but sources will be released for those who want to use them in other ports.
#2498 Posted 10 March 2018 - 07:38 AM
Here is a preview of the Spider Mastermind. We weren't happy with the chassis design so it's been updated.
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#2499 Posted 13 March 2018 - 03:20 AM
#2500 Posted 14 March 2018 - 11:46 AM
Malgon, on 13 March 2018 - 03:20 AM, said:
The new Romero levels are indeed very good. It's a shame he didn't make more maps in Doom 2.
#2501 Posted 14 March 2018 - 06:02 PM
#2502 Posted 15 March 2018 - 08:09 AM
From the appearance of the 'artwork' it appears more likely that they would be prosecuted under the child-labour laws.
This post has been edited by Tea Monster: 15 March 2018 - 08:10 AM
#2504 Posted 15 March 2018 - 10:41 AM
Tea Monster, on 10 March 2018 - 07:38 AM, said:
Here is a preview of the Spider Mastermind. We weren't happy with the chassis design so it's been updated.
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Will you guys be redoing any level geometry? They look really nice but doom's levels are simpler than quake and without some level design changes it would look odd (Might be able to get away with sticking models over level geometry to do a quick fix instead of editing every layout)
This post has been edited by Bloodshot: 15 March 2018 - 10:42 AM
#2505 Posted 15 March 2018 - 11:25 AM
axl, on 14 March 2018 - 11:46 AM, said:
Or he stopped mapping after these new levels. An entire new Romero episode with levels like The Living End or Against Thee Wickedly (but with pistol start in mind, which was clearly a problem in his old maps) would be as awesome as a new Blum made Duke episode. I love both levels, especially E1M4b, I don't know why, that map is so pretty and feelgood in atmosphere.
#2506 Posted 15 March 2018 - 03:07 PM
#2507 Posted 30 March 2018 - 02:01 AM
#2508 Posted 30 March 2018 - 02:10 AM
https://www.doomworl...32-map-megawad/
This post has been edited by NightFright: 30 March 2018 - 02:10 AM
#2509 Posted 30 March 2018 - 02:15 AM
NightFright, on 30 March 2018 - 02:10 AM, said:
https://www.doomworl...32-map-megawad/
Or this one though it's not out yet:
GZDoom is boss.
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#2510 Posted 30 March 2018 - 02:16 PM
Zaxx, on 30 March 2018 - 02:15 AM, said:
GZDoom is boss.
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I think I remember seeing footage of this maybe 5 years ago. Possibly more. Still incredibly impressive and I'm not surprised at all that it isn't finished yet.
#2511 Posted 01 April 2018 - 01:09 AM
I built this up using the Zdoom port, but it should work in just about any port.
http://www.moddb.com...downloads/comic
#2512 Posted 12 April 2018 - 08:49 AM
Doomworld thread
#2513 Posted 12 April 2018 - 02:25 PM
Still very WIP, Not all animations are ready yet. This is just a test, but we thought we'd share it.
Skyjake, one of the Doomsday coders, has announced that PBR textures will be coming to Doomsday for both models and wall textures, so the walls will get some next-gen love too! Apart from shiny new wall textures, the models will now fit in a lot better.
#2514 Posted 12 April 2018 - 07:40 PM
Tea Monster, on 12 April 2018 - 02:25 PM, said:
Love how the cyberdemon is shooting rockets from his dick.
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#2515 Posted 12 April 2018 - 07:53 PM
This post has been edited by Fox: 12 April 2018 - 07:53 PM
#2516 Posted 13 April 2018 - 05:43 AM
Love both models there, TM. As always you are a masterclass of modeling. You really did capture the feel of the original sprites in HD.
They're let down by only one thing and it's my only real critique. It's the animation. Again it's more of a limitation of the sprite->model situation. If those were to be plugged into an engine, or even just a gameplay mod with clean code that was written to animate a 3D model properly, it would look much better.
#2517 Posted 13 April 2018 - 06:32 AM
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This post has been edited by Malgon: 13 April 2018 - 06:32 AM
#2518 Posted 13 April 2018 - 05:52 PM
Commando Nukem, on 13 April 2018 - 05:43 AM, said:
Is there any port of Doom that has that capability? It's a slippery slope that leads from HD pack to modern remake.
The animations are just one-to-one replacements of the sprite animations, so no matter how well done they are on the model, you are still stuck with one walking animation, one shooting animation, and one dying animation. The more detailed the model looks, the bigger the valley gets between what you would expect from the model in a modern game and what will be delivered in an HD pack for an old game. To compound this, the behavior of the characters is still identical (or nearly identical) to the game when it shipped. When an 8-bit sprite with fake 3D suddenly turns at the edge of its sector, it looks fine to us. But when a nice looking model does this, spinning around like a toy action figure being held by a kid, it looks silly (even when model rotation smoothing has been hacked in). The only way you're going to get it to look decent is with re-written AI and more available animations. Correct me if I'm wrong, but I don't think that Doom ports allow that.
#2519 Posted 15 April 2018 - 09:06 PM
Trooper Dan, on 13 April 2018 - 05:52 PM, said:
ZDoom derivatives and ports like Eternity are perfectly capable of this.
#2520 Posted 15 April 2018 - 09:26 PM
TheZombieKiller, on 15 April 2018 - 09:06 PM, said:
And stuff like Brutal Doom and Smooth Doom are actively doing it:
Realistically speaking though what Trooper Dan envisions is certainly not possible in the scale of a fanmade mod.
This post has been edited by Zaxx: 15 April 2018 - 09:26 PM