Doom Corner "for all Doom related discussion"
#3661 Posted 07 May 2020 - 12:44 AM
#3662 Posted 13 May 2020 - 09:58 AM
Quote
What does this mean for you? It means prepare to wage war across never-before-seen realms of the DOOM Universe, square off against new demons and wield new abilities in your never-ending battle against the forces of evil!
#3663 Posted 13 May 2020 - 11:03 AM
Also, I hope we get these soon. Cultist Slayer and Maykr Slayer. Both look incredible. Love the Maykr one especially, though.
#3664 Posted 13 May 2020 - 11:45 PM
Unfortunately it doesn't get much better. The most infuriating one was Relic Ruins, which decides out of nowhere to break the one-coin-per-checkpoint rule, after almost 2 entire worlds that follow that consistent rule. Not only that, it hides the coins in underwater mazes that you require a powerup to stay alive in. Which is just fantastic. And by fantastic I mean aggravating as hell. It may make sense to challenge a player to get to the secret in time, but that only works if the player already knows it's there. If they don't then they're running around in circles trying to find some damn switch or secret passage or whatever, and exploring every nook in cranny while having to resurface every 30 seconds and do a jumping puzzle just to have another shot is not fun.
And then by world 3 it was becoming even worse. I think the moment that pushed me over the edge was a coin hidden underneath a fake floor in an underwater section. A floor that looked no different from the floor around it. A floor that you could argue was marked by a stream of bubbles, but since a stream of bubbles had been a thing in many levels previous that was pure decoration and indicative of nothing, I don't know how they expected you to go "oh there's a coin there."
Now sure, technically all this is optional. But first, I expect some kind of secret world at the end of the game where you're gonna need all the coins to get into, and second: I'm a completionist. I like to complete games 100%, to see everything they have to offer and complete every challenge they have for me. But 3 worlds in and the game has already violated its own rules, for seemingly no other reason than to go "gottem." It doesn't seem like it's going to get better anytime soon. And if it's gonna do that, if it's gonna fight me this hard to complete the game while I'm already struggling with framerate problems in certain levels, if it's going to keep making these secrets more and more obtuse until I have to either look up some kind of walkthrough or open a level editor, then I just don't want to play it.
This post has been edited by Ninety-Six: 13 May 2020 - 11:46 PM
#3665 Posted 14 May 2020 - 02:38 PM
However, after around world 7 or so, I don't remember any really obnoxious secrets, buuuut I could have blocked that from my memory too. If you want I can give you a few minor hints.
#3666 Posted 14 May 2020 - 03:03 PM
Morpheus Kitami, on 14 May 2020 - 02:38 PM, said:
In terms of coins or in general? I can kind of believe both since I expect a lot of squids, which managed to outclass the wizards as the most annoying enemy in the game.
Morpheus Kitami, on 14 May 2020 - 02:38 PM, said:
Couldn't hurt, I suppose. I already found that coins are now going to be hidden in other random places, like a golden crab scuttling around being the first of its kind and doesn't exactly stand out from the normal ones thanks to the blue filter.
That being said,
Morpheus Kitami, on 14 May 2020 - 02:38 PM, said:
this doesn't exactly fill me with confidence.
#3667 Posted 14 May 2020 - 04:15 PM
With the Gold Tarantulas. You're at the point where you've gotten that quest, right? Anyway, some of those are very annoying to find. Most of those levels were annoying, because you've got ten more secret items to find in addition to the 3 you've always got.
On secret levels:
On my least favorite levels:
#3668 Posted 14 May 2020 - 05:40 PM
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
Yeah, the ones returning from the first one that are invisible except when attacking or stunlocked, and can fly freely, and are just really really annoying in general.
And yet I prefer them to the squids. At least the wizards aren't making you blind on top of being hard to hit.
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
Yeah, I've got them. And some of them were in annoying places. The one hiding in the repeating hallway from the world 2 ghost house comes to mind. At least they make a noise, though...
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
Figured...
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
This is where I am currently. Not even cheating is helping...
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
A great way to sum all the levels so far...
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
To be honest, while I did find those levels very difficult (particularly the first castle, which was incredibly demanding for a world 1 finale), I didn't mind them too much on account of, despite their high difficulty, it is at least earned difficulty. Though it asks a lot of me, since it showed exactly what I needed to do and is was entirely on me to execute, the deaths felt like they were my fault (well, when the game didn't lag-spike, anyway. Castle 2 had that really bad). That's usually all I ask for.
Unfortunately a lot of the secrets here don't seem to be like that. Some are, but when I have to ask "how the hell was I supposed to know that?" that's when I start to get irritated.
Morpheus Kitami, on 14 May 2020 - 04:15 PM, said:
Yeah, that's the one I mentioned too, as relying on the cliff texture making it almost impossible to tell where some of them are hidden. Most offensive when one of them required platforming on virtually invisible ridges.
This post has been edited by Ninety-Six: 14 May 2020 - 05:44 PM
#3669 Posted 14 May 2020 - 07:09 PM
Ninety-Six, on 14 May 2020 - 05:40 PM, said:
Oh, yeah, I remember the invisible ones now. Solo those guys weren't annoying, since you can stunlock them, but when they weren't, yeah...
Quote
I suppose you know about the fly command then? I think I pretty much always used that after clearing out the enemies, not as a way to actually get the secrets, just as a way to save myself time in moving figuring things out. Most of the time, any coin that can be seen that way can just be seen from a normal angle. Later on, I forget the command, but the command that shows you the map including hidden walls. Not much help, since most of the secrets revolve around verticality or collecting things.
That might be why later on I remember things less. Most of the post-forest pre-city levels are fun, and I don't remember any real bull moments, but I do believe at that point I was sometimes indulging myself in looking it up online.
Quote
The second one, right? On one hand, I have to disagree with you, since I managed, just barely, to get that via an aha moment. On the other, it was a matter of chance that I managed to figure it out, and that's only because I exhausted the town itself.
#3670 Posted 14 May 2020 - 07:14 PM
Morpheus Kitami, on 14 May 2020 - 07:09 PM, said:
IDDT. I tend to use that over flying, but I didn't consider using it to make moving through a bit less of a pain once it's clear.
Morpheus Kitami, on 14 May 2020 - 07:09 PM, said:
I kind of found it by chance myself, when investigating an unrelated visual glitch.
#3671 Posted 15 May 2020 - 08:03 AM
https://www.doomworl...comment=2128978
Gameplay video of Deathless:
Note: It's not my video for those wondering and I don't own the new Bethesda ports anyway, I may consider getting them this summer maybe for Android. I'm fine with my original copies (from id anthology) that I play in DOSBox and various source ports.
To answer to older posts to previous page:
Morpheus Kitami, on 15 April 2020 - 02:23 PM, said:
I understand what you mean. Normally I don't buy random games they sell but in this case I had to make an exception, just like I did with SIGIL and in both cases they have a limited time pre-order without any limit for how many copies they sell. Plus the fact that I never found a great deal for Chex Quest on eBay, most of the listings I have seen have been expensive for the CD alone. I know it's a rare game but still, not really worth the price those sellers have been asking for, especially with game being free anyway. The new boxed release Limited Run Games does is much more worth the price asked (the big box edition, not interested in the expensive edition) due to having a big box and few more goodies included. I just hope they include the original DOS version inside (for purists like me, though I wouldn't mind if it was remastered and runs in its own port, similar to the recent classic Doom ports by Bethesda), I would be pretty disappointed if I paid for a repacked zdoom/gzdoom version or something similar, considering the source ports are freeware and so is Chex Quest 3 (that runs in zdoom anyway), kinda annoying they didn't state exactly what is included, despite some people asking them.
NightFright, on 21 April 2020 - 10:30 AM, said:
I read somewhere that Chex Quest modding is a bit more popular than even Heretic and Hexen. A bit silly that a straight up Doom clone like Chex Quest was better received than Heretic (that was also seen as a Doom clone by many people but at least it was quite a bit more different instead of just a medieval Doom reskin as some people claim). I know CQ was for kids and given away for free in Chex cereal boxes...but still, it was quite a bit of unexpected success for a game that was low budget if I'm not mistaken. Either way, CQ itself is good and I played it first time in late 2000s and found it alright, so nostalgia factor isn't really there. I started appreciating it a bit more in past couple of years when I replayed entire series.
Also I'm not really as obsessed with boxed copies as you think unless you meant physical copies which in that case yes, I collect physical copies of most of my favorite 90s/early 2000s games as I feel it's much more rewarding of owning a game physically than digitally. For example I am fine if a game I buy is missing big box (especially if it's rare and expensive), as long as it contains the minimum requirement (jewel/DVD case with CD and manual, at least in overall good condition). The best case is obviously finding a sealed copy, at a good price if you are lucky. I guess I will make a separate topic for that type of discussion as I don't want to go off-topic.
Anyway yes, I did buy the Chex Quest big box in past two weeks. If anyone else is interested in the offer, the pre-order lasts for two more days.
This post has been edited by RunningDuke: 15 May 2020 - 08:07 AM
#3672 Posted 15 May 2020 - 01:07 PM
#3673 Posted 18 May 2020 - 05:40 PM
#3674 Posted 18 May 2020 - 07:15 PM
Phredreeke, on 18 May 2020 - 05:40 PM, said:
Doesn't rule out all Doom 2 wads, though.
#3675 Posted 18 May 2020 - 11:54 PM
#3679 Posted 28 May 2020 - 03:05 AM
Is anyone with more experience than me in Doom mapping able to explain how the lost soul mountain teleporters work? I look it over in the editor and it seems like none of the souls should be able to escape, much less all but a handful.
This post has been edited by Ninety-Six: 28 May 2020 - 03:07 AM
#3680 Posted 28 May 2020 - 10:18 AM
This behavior arguably isn't a bug, however. No matter the case, a majority of the Lost Souls are obviously able to make it off the mountain and attack the player. The few that remain on the mountain appear intended to be decorative as they continually create roving fires and green flashes from a distance, and indeed the map ends with the player looking right at this effect from afar. The only "bug" here is that they cannot be killed in the original Doom engine, but this isn't a problem there as far as the end-of-level stats go since Lost Souls don't count towards the final kill percentage. However, as the Doom Wiki article points out, some source ports like GZDoom deliberately stray from the original game behavior and force Lost Souls into the final kill count. Thus, it's impossible to get 100% kills in Mount Pain while playing in GZDoom unless also enabling other heretical source port features like mouse aim.
This post has been edited by Marphy Black: 28 May 2020 - 11:02 AM
#3681 Posted 28 May 2020 - 06:38 PM
Thanks anyway for the detailed reply. I guess I'll just have to leave it be.
This post has been edited by Ninety-Six: 28 May 2020 - 06:42 PM
#3682 Posted 28 May 2020 - 11:18 PM
If I understood correctly, this was about a second version of Denuvo which was specifically meant for multiplayer, added with Update 1. What needs to be clarified is whether the Denuvo removal only affects this new version or any (including singleplayer).
#3683 Posted 29 May 2020 - 06:53 AM
Anyway, there is absolutely no Denuvo or anti-cheat in the game now.
This post has been edited by MusicallyInspired: 29 May 2020 - 06:54 AM
#3684 Posted 01 June 2020 - 08:41 PM
why am I getting a visplane overflow crash on Mount Pain? Inside???
EDIT: It consistently happens on the easternmost cage room, with the floor down and cages up, on either the sourthern or northern torchlight triangle and facing the other way.
I know of the visplane crash that can occur while cheating and noclipping to the mountain to see the whole level, but I've not seen any mention of these "torchlights of death" anywhere.
This post has been edited by Ninety-Six: 01 June 2020 - 09:23 PM
#3685 Posted 01 June 2020 - 09:03 PM
MusicallyInspired, on 29 May 2020 - 06:53 AM, said:
Huh? Only Denuvo anti cheat was removed. Denuvo DRM is still there.
This post has been edited by fgsfds: 01 June 2020 - 09:03 PM
#3686 Posted 02 June 2020 - 09:10 AM
Ninety-Six, on 01 June 2020 - 08:41 PM, said:
why am I getting a visplane overflow crash on Mount Pain? Inside???
EDIT: It consistently happens on the easternmost cage room, with the floor down and cages up, on either the sourthern or northern torchlight triangle and facing the other way.
I know of the visplane crash that can occur while cheating and noclipping to the mountain to see the whole level, but I've not seen any mention of these "torchlights of death" anywhere.
If that location have lot of floors and ceilings can visible, even not visible on your view or something take you up like sent fly to higher place by archvile and then you see more scenes...and it adds the possibility to crash.(Yeah, that's why this bug can be easy triggered if mapper unaware about it, actual test still needed sometimes if the map was designed for vanilla or limit removing)
The 128 visplane limit just not much if the map is more complex(even the classic DooM port in DooM3: BFG edition just raise the visplane limit to 384 so it won't really avoid the problem, just make it not easy to trigger), and such design would make it easily to trigger if somewhere has something that potential view more floors and ceilings.
The whole east side of level(outdoor area, especially upper and lower side) just full of hot spots to make your visplane goes sky high. Also, maybe sometimes the engine just went apeshit and cause the visplane go over 128 and crash your game.
if you're interest, This thing can let you know current visplane value on your current view point.
#3687 Posted 02 June 2020 - 05:52 PM
Player Lin, on 02 June 2020 - 09:10 AM, said:
I don't understand entirely what I'm looking at. I mean I see the visplane warning but
This post has been edited by Ninety-Six: 02 June 2020 - 05:56 PM
#3688 Posted 04 June 2020 - 09:00 AM
Ninety-Six, on 02 June 2020 - 05:52 PM, said:
Yes, you're hitting(or already hit, since the max value is already over 128) the visplane limit, it doesn't mean the engine will crash when you broke the limit(since still have other factors when rendering the scene) but chance will be higher and higher if you still got the warning, and the value getting higher and higher.
This post has been edited by Player Lin: 04 June 2020 - 09:23 AM