At last, a separate cubicle for the flavour-of-the-month Doom 2016-related posts. Timeless classic doom content can go in the other thread.
Doom 2016 Cubicle
#1 Posted 13 October 2016 - 05:10 AM
At last, a separate cubicle for the flavour-of-the-month Doom 2016-related posts. Timeless classic doom content can go in the other thread.
This post has been edited by Micky C: 13 October 2016 - 05:34 AM
#2 Posted 13 October 2016 - 05:17 AM
#3 Posted 13 October 2016 - 05:32 AM
As long as it's not a corner
#4 Posted 13 October 2016 - 10:44 AM
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That's mainly because there's much more discussion potential for classic doom since it's extremely mod-friendly.
I bet this thread will only be active when the next game/DLC is announced, or the occasional and rare snapmap-made recommendation.
#5 Posted 19 October 2016 - 11:48 AM
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Arcade Mode
Return to the critically-acclaimed single player campaign in this new game mode that has you competing against your friends and players from around the world for the highest scores. Fight like hell against demon hordes, with a fully unlocked arsenal of guns, Praetor suit upgrades, and runes. Earn medals and achievements, play on every difficulty, and challenge yourself with the new scoring system that rewards aggression and accuracy.
Various fixes and performance tweaks
2 New Mulitplayer Modes
Possession – New team-based Prowler vs. Marine multiplayer mode.
Bloodrush – New free-for-all multiplayer mode.
More at the link.
#6 Posted 19 October 2016 - 10:46 PM
They added decals too, as well as dead bodies (finally) and the capability to string maps together so you can make campaigns
#7 Posted 20 October 2016 - 06:06 AM
#8 Posted 20 October 2016 - 12:41 PM
AdrenalinDragon, on 20 October 2016 - 06:06 AM, said:
You're not alone, brother. Because my old PC don't allow me to play any AAA-titles that came after 2011.
#9 Posted 20 October 2016 - 01:33 PM
#11 Posted 20 October 2016 - 03:15 PM
Thank you for still being great Id!
#12 Posted 21 October 2016 - 02:15 AM
This post has been edited by PikaCommando: 21 October 2016 - 05:03 AM
#13 Posted 28 October 2016 - 03:45 PM
http://imgur.com/a/FWIaq
Named it Quantum Hazard because it deals with teleports and it's a tad half-lifey, also because i'm extremely uncreative when it comes to naming.
Makes heavy use of the new update features. Has radio comms and a lite story, set pieces and puzzles, and if this is your kinda thing:
an elevator!
It's balanced a bit like an early map since we can link maps now, so it's all lower tier stuff up to the hellknight.
This post has been edited by Bloodshot: 28 October 2016 - 03:46 PM
#14 Posted 31 October 2016 - 12:08 AM
Doom Branding Exploration
DOOM Campaign and Key Art Concepts
#15 Posted 31 October 2016 - 12:51 AM
They should've went with
This post has been edited by PikaCommando: 31 October 2016 - 12:56 AM
#17 Posted 31 October 2016 - 07:24 AM
Also, those links require a password.
This post has been edited by MusicallyInspired: 31 October 2016 - 08:41 AM
#18 Posted 31 October 2016 - 11:36 PM
Doom Branding Exploration
DOOM Campaign and Key Art Concepts
Thanks for pointing that out!
Edit: I do dig the look of the black logo with the orange/red lines through it. The early ideas looked terrible, which was acknowledged!
This post has been edited by Malgon: 31 October 2016 - 11:42 PM
#19 Posted 12 November 2016 - 11:41 PM
#20 Posted 13 November 2016 - 01:22 AM
I remember before DNF came out, I was saying that even if it was an amazing game, it couldn't have the impact that the original had, just as it wouldn't be pioneering new tech like the original. It wouldn't be able to capture the flavor of the original game play either.
I've got to say though, that this game is a worthy successor to the original Doom. That is a mighty rare thing to say about anything from the 90's. Id have been able to capture and improve on what made the original great, which looking at the competition, is something very wonderful.
#21 Posted 13 November 2016 - 11:01 AM
DOOM comes along, almost the same story. Long development cycle and restarted completely from scratch. However it had no hype and no expectations and completely threw everyone for a loop how good it was. And it somehow managed to take the BEST of the old and modern shooter conventions to create something fresh and IMPROVE on what came before, not just copy it. Plus it treats cinematics as the devil (pun intended) and allows you to skip most of them and get right into the action as soon as you start the game. DOOM is the anti-DNF.
#22 Posted 13 November 2016 - 02:01 PM
I really do love this game, it's the first game in a long time that I ended up liking as much as my favorite games from the 90s, which is something I never thought i'd be able to say
I made some more stuff in snapmap
#23 Posted 14 November 2016 - 02:48 AM
Bloodshot, on 13 November 2016 - 02:01 PM, said:
Is it now possible to build classic style maps?
BTW - Arcade mode is great. It's everything the game needed to give it extra replay value. After playing the game 5-6 times, beating it on Ultra Nightmare, I had no reason to go back to it, but arcade gives it a little fresh take.
I managed to get the best medal in all of the maps in UN, I even ranked #5 on the leaderboard in one of the map.
The one thing that's a little stupid about arcade mode is that every medal is worth the same; so getting a muti-kill gives you a medal, but doing a glory kill also gives you in a medal. In other words, you're better off NOT doing that multi kill and instead get 5 glory kills in a row, that will score more points. Honestly, it's all about chaining glory kills to score, the difficult part is to balance it properly in the last maps with tons of enemies.... not to die; because trying to glory kill every enemy is very likely to get you dead.
It's good to see they haven't given up on the game and I hope they're making a single player DLC.
This post has been edited by MetHy: 14 November 2016 - 02:51 AM
#24 Posted 14 November 2016 - 01:52 PM
You can also link maps together now so you can make campaigns, and they added special dialogue and datapad transmissions with gibberish VO to simulate SP-style missions.
You still can't manually place things like doors or lifts but the snapmap now is 100x more powerful than the snapmap on release
#25 Posted 14 November 2016 - 01:55 PM
#26 Posted 14 November 2016 - 03:21 PM
Bloodshot, on 14 November 2016 - 01:52 PM, said:
You can also link maps together now so you can make campaigns, and they added special dialogue and datapad transmissions with gibberish VO to simulate SP-style missions.
You still can't manually place things like doors or lifts but the snapmap now is 100x more powerful than the snapmap on release
Why didn't they just release it with all that stuff?