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DOOM General

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Thread replies: 186
Thread images: 44

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Last chance to keep one of these alive.

>Last Thread
>>143754304

>DOOM General chat
https://discord.gg/011CjebySrvObyBJk

>Classic DOOM guide
http://i.imgur.com/qwm6bs4.jpg

>Wiki
http://doom.wikia.com/wiki/Doom_%282016%29

>Trailer
https://www.youtube.com/watch?v=ybo30QlSk64

>Thread Theme - E1M1
https://www.youtube.com/watch?v=UJ4Nel-aHZM

>Tip of the Day
Dumb your snapmap down for consoles if you want recognition

Last time I'm making one of these, mostly because I'm pulling my hair out over how terrible people are at this game. Out of fifty people who have played my map, only three beside myself have beaten it, and no one but me on actual nightmare mode. I haven't recieved any negative remarks, but seeing as how over half the 100 hour build-time was spent in the last two rooms that only three people have seen, I've decided to work on one last rebalance.
So please, tell me where the difficulty is coming from so I can accurately balance it instead of just giving infinite lives.

Avatar of Sin v1.6
NX56VD8L
>>
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>>144050084
why is is so dead?
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>>144055642
>>
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a moment for the fallen
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Jesus christ how horrifying
Also I beat the game today on Ultra Violence
Shit is fuckin ace, I love the boss fights near the end
On nightmare mode and good lord everything fucking hurts. Do explosive barrels have a bigger radius this time around when they explode?
>>
>>144057842
How long did it take?
>>
>>144057842
now that's an agitated skeleton
>>
>>144057842
Lets see...last time I checked it was 11 hours put into the game
Yeah it's relatively short but there some secrets that I still need to find, all the upgrades and rune trials
And of course the classic doom levels
>>
>>144058342
its a testament to John Romero's design skill that these levels still work
>>
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there is something meta about turning doomguy into the legend he is to his fans
>>
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This game deserved to sell better than it did.
>>
Is there waifus in this game?
>>
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Twelve days to go.

If they don't do something about the multiplayer, the game's going to be in serious trouble.

>>144060423

there's still time to improve sales. but they gotta do something either june 12 or quakecon, otherwise the only people left will jump to the newest call of duty come november
>>
>>144060680
What do most people feel is wrong with it?
>>
>>144060541
check the /aco/ thread
>>
>>144060756
snap map is not a replacement for mod tools, multi is meh, not bad but could be so much more, my only complaint about the single player is that there isn't more of it
>>
ded
>>
>>144062897
/aco/ threads are jumpin.
>>
>>144057842
>You know what we should do with this thing, Jim?
>What Bob?
>We should strap rocket launchers to it.

The scientists getting turned into zombies at the UAC was the best thing to happen to mankind. These people are fucking nuts.
>>
>>144063972
they made the classic mistake of entering mass production without working out how to control them, lots of it can be seen as them thinking they are exploiting hell when clearly hell is manipulating them into making better troops for them
>>
>>144064531
>lots of it can be seen as them thinking they are exploiting hell
the lazarus project (under Olivia Pierce) people know the score and know they're working directly for hell. You have to be well indoctrinated to work in that division.
>>
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I just finished this map, and I must say it's pretty damn good. Took me about 35 minutes.

Went straight into hardmode and got my shit slapped at the red key because I ran out of ammo.

After that I played it in on normal and it was much more enjoyable.
>>
>>144057214
I was ready to assume that from the start, but literally everyone so far has told me it's great, they just have a hard time beating it.

>>144065537
Nightmare button gives you ammo dispenser equipment, it's literally impossible to run out of ammo. Thank you for beating it though. If I had to make it easier, what would you suggest?
>>
>>144066047
>Nightmare button gives you ammo dispenser equipment
Ooooh.

Leave Normal difficulty as it is, it's challenging without entering bullshit territory.

As far as Nightmare goes, I didn't enjoy it just as much because of how bulletspongey enemies are. Also the AI starts leading projectiles like crazy, I even saw a Baron throwing a fireball from his fucking ass. Not like this is a bad thing, but the rooms are too small to dodge them properly.

I'll give it another go sometime but I still feel Nightmare will encourage cheesing, like shooting enemies through doors, etc. A good way to balance that would be increasing the amount of enemies instead of giving them more health. But as we all know, Snapmap is shit, and the current Nightmare mode is probably the next best thing.
>>
Is there a crack yet? Downloaded the game off of Skidrow but I've been waiting for a crack ever since.
>>
Don't let it go
>>
bamp
>>
where is the crack already?
>>
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>Doomguys armor is supposedly ancient and crafted by a traitorous demon
>Still has warnings and labels in English on it

What does it mean?
>>
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Vega has a great voice. Samual sounds too much like Peter Cullen, it must have been intentional.

Hellguards are a great fight, holy fuck that phase 2(3?)

Cyberdemon's second phase was pretty good too, I went from ''is that it?'' to ''Oh fuck, I wish I didn't waste all my BFG ammo''
>>
>>144073864
time travel
>>
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>>144066559
>current Nightmare mode is probably the next best thing
No, it's entirely possible to increase spawn amount based on a specific trigger, I'm currently doing it for a co-op friendly multi-boss map I'm working on. The only trouble is the map needs to be started with that functionality in mind, the nightmare button was an afterthought after I had nerfed everything but still wanted the original challenge for myself and any other masochists out there.

Currently 50 hours into my new map and already know it's going to have to be done in 2 parts. My first map was focused around close-quarters combat, but I want this one to be long range engagements, dodging lasers and rockets from 10 directions while popping razors like zits with your gauss cannon. Trouble is, huge rooms eat up a LOT of map %. Thanks, consoles.
>>
LOUD NOISES
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Hmm... That's, familiar...
>>
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TELL ME ABOUT THE HOODED MAN, WHY DOES HE WEAR THE ROBES?!

Also anyone tried putting in the codes that show up in all the database entries into Snapmap? They're obviously Snapmap codes so I wonder what kind of levels they lead to.
>>
>having a set number of lives

Probably the problem.
>>
>>144076667
You're crazy
>>
>>144060423
the entire marketing team should be fired, i almost didn't buy it because of how shitty the trailers were, and also whoever decided to make a season pass for multi that nobody wanted instead of expanding the singleplayer
>>
Did the Revenant howl they used in all the early trailers even make it into the final game? You know the one.
https://www.youtube.com/watch?v=f3UpX1CMEMQ

I liked the way it sort of sounded like the classic Rev wakeup noise.
>>
>>144081989
Its elf Corvus from Heretic.
>>
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When the fuck are they going to sell these irl?
>>
>play too much DOOM start thinking about the rest of the week
>actually start masturbating to HDoom
What is happening
>>
>>144057842
so revenants aren't even from hell?
>>
>>144090149
That's the nature of obsession, just embrace it
>>
any other snapmaps?
>>
>>144080930
shoot the red spot with a rocket
>>
>>144050084
As one of the few people to have seen your entire map (albeit in an older version, but still) the issue isnt necessarily that any one room is overly difficult its that all it takes is one wrong move and youre dead or crippled (which is fairly accurate to these kinds of shooters). Ive had runs where I didnt get hit room after room and then suddenly I make a bad jump or something and Im in a corner getting mauled. Also, maybe I just never noticed it in SP but Mancubi and Cacodemons seem extremely accurate and harder to avoid on your map. Even while jumping around Ive had both hit me mid air and I dont understand why. Never had issue with avoiding their shots except on your map.

Honestly, I think your map and all of its encounters are balanced in such a way to be 'difficult but fair' and if youre looking for a way to make it easier Id add a life or two before setting it to infinite lives.
>>
What doom 3 monsters do you miss most?
>>
>>144096596
This.
The biggest issue is that it's long and I'll make one mistake. Usually it's something stupid too like backing myself into a corner and getting rekt by a hell knight.
>>
What are some fun snapmaps?
>>
>>144101291
Avatar of sin for starters, some of the old map remakes are solid too, sadly I don't know more
>>
Quick question: Would the tools of Snapmap allow me to make my own Rune Trials? I have a lot of ideas for them. Here's three:

>"Floor is Lava" map where you have to jump always or take damage
>Map that is a series of corridors with a wall of fire slowly moving towards you from one end, have to kill enemies to unlock doors
>Map where your weapons auto-switch ever 5 seconds and you have to work with what you get.
>>
>>144089214
I'm still waiting to see what 3A puts out for their DoomGuy figure.
>>
So is Doom 4 a canonical sequel to Doom 64?
>>
>>144104474
SnapMap doesn't allow moving things ... yet, but always jumping and shit works, I even made a DM map with that concept called "Jump for Joy"
>>
http://www.moddb.com/games/doom-4/downloads/doom-resources-explorer-v04

Has anyone attempted to rip textures using this?
>>
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Is this just a demonic meme arrow? I mean, they're both green

>
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>>144050084
>Classic DOOM guide
>No Brutal Doom
I think it deserves a mention.
They've even done a starter pack pre-configured with GZDoom, freedoom.wad, and a new series of levels (Hell on Earth Starter Pack)
>>
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>>144060894
>Season Pass is all Multiplayer
That's disappointing.
I would have liked maybe some survival arenas a la Clash in the Clouds or some new content for SnapMap.
>>
>>144108994
That could still fall under "Multiplayer".
New content for snapmap is coming for free apparently.
>>
>>144108783

the pint of that image is to recommend stuff you haven't heard of

the same goes with the infographics from /mu/. what's the point of including the Big Four of thrash metal when everyone has heard of them already?
>>
You know, getting the Rich get Richer rune really made me go apeshit with the chaingun, especially with the fully upgraded turret mod.

Makes me ask, what's your favorite weapon, favorite mod to go with it if applicable?
>>
>>144108783
everyone already knows about brutal doom

literally
e v e r y o n e
>>
>>144110764
Super shotgun goes in all fields.
>>
your hands are demons
>>
>>144119489
wat?
>>
Why are you people supporting this satanic filth?
https://www.youtube.com/watch?v=NOIkcfUW4NY

Go play some good honest Christian games instead.
>>
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>>144060541
yes
>>
is this game good?
>>
>>144110764
As much as I love both shotguns the rawket lawnchair was my constant companion and go-to for when I wanted something dead yesterday.
>>
>>144127631
One of the best shooters in years. And that goes for singleplayer. Multiplayer is good but not great, and SnapMap is fun ... if the devs update it and take off many of the limitations
>>
>>144127631
No, it's shit if you aren't a casual that works for polygon

but you're probably shit, so enjoy your shit game
>>
>>144081989
You know how shitty that must be? All those security guards that people take with them to hell and all the technicians and shit just get fucking left there when they grab the stuff they were sent for.
>>
>>144090961
>Giving so many fucks about the story
Why dont you go clean your vagina
>>
>>144097943
You mean Ken Levine's Mars Hour? Why are you talking about that pussy ass gamÄ™ in THE DOOM THREAD
>>
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Do we even get anything special out of pre-ordering the Season pass? or was that just for pre-ordering the main game?
>>
>>144135506
Revenants were once humans. No different than you or I.
>>
>>144126681
>This doom game
Too obvious a troll
Even if hes serious, its a game about getting rid of hell, two shells at a time, so it is a good christian game
>>
>>144076667
Map is going to be a little more story oriented than Avatar of Sin was. The idea is with argent energy gone, the demons that remained on earth are being captured and harvested like batteries, and you need to kick in and pull the plug. Instead of lots of small encounters I'm peppering it up with a large amount of boss fights. You get to decide which of the two paths you take, I've finished the first, pretty straight-up fight against a cyber-mancubus, but you're both stuck on opposite platforms with no cover, meaning you need to dodge your ass off. This fight happens twice, once for each platform in the room, thats the two orange circles.
The next room has three revenant bosses, the first two fight you immediately, and after they reach a % of health they retreat to cell to slowly heal while the other goes into Hunt mode and climb mercilessly up your ass. Haven't thought of a great way to get them to stop healing and rejoin fight, right now I just have it on being shot which is simple but effective. After they both heal once a third appears on the high platform in defense mode, and on damage will teleport somewhere else, making him just an unkillable pest until the first two are dead, when he then splits into several versions with 1hp that teleport around the room, each of which when killed damages him until he's dead and the fight is over.
Still working on the details of the last fight in this chamber set, but I know I want it to be based around a Pinky...

I also have very simple blueprints for the part2 finale in the actual core. I've painstakingly recreated a Pain Elemental for one, and an Arch-Vile for the other. Part one should be finished and ready for play by the end of the week.
>>
>>144137932
You give me a lot of hope for snapmaps.
>>
>>144136157
just the main game
>>
>>144137932
>Arch-Vile
Explain
>>
>>144142457
Using teamswapping and pathpoints I can periodically get any enemy to actively avoid or retreat from the player, during which phase he will "revive" demons by just resummoning them, and while in sight of player trigger a flamejet under them that will end in a 40 damage barrel explosion if line of sight isn't broken.
>>
>>144142637
and the Pain Elemental

just from curiosity
>>
>>144142637
>>144137932
snap maps should be able to let you recolor monsters for things like this
>>
>>144145148
if only we could have an update or two, god damnit devs tease us something
>>
>>144145148
Recoloring enemies should be doable. Send them a tweet :^)
>>
I have an idea for Snapmap but I don't want to spend hours learning it only to find out I can't do it. Would this be possible:

Map would be called "Crank it Up." Basically it would be a tightly controlled series of rooms and sections with interesting battle setups, then when you finish it, it loops back on itself, starting with a bonus "tweak" room. You have to raise the difficulty in some way. You can choose to make enemies hit harder, spawn extra ones, make them give less health drops, etc. However if you find an orb that spawns randomly within the levels, you also get to give yourself a bonus such as extra max health or a new weapon. It's basically a constant series of pseudo NG+ runs that get harder and harder as you see how many runs you can do before dying.
>>
Which boss fight was better? Cyberdemon or Spidermastermind?
>>
FYI changing the rendering mode to Gritty makes the game really fucking pretty.
>>
>>144144962
That one I'm actually super proud of, don't want to reveal it just yet. I've been messing around a lot with AI proxies and teleporter logic, and found so many fun things to do with it.

>>144150856
Would be really simple to do actually, in a number of different ways. You'd need to start by setting up the basic map, and the basic settings.

Then make new logic sets for each way you can think of to crank the intensity to be activated by the player. For example, AI Proxy -> On Spawn -> Test Gate -> XOR -> Buff Health -> AI Proxy. Gate starts XX, let the switch change A to true, tada, now every time an enemy spawns it buffs that enemies health.

You can have multiple AI Proxy logic loops active at once so there's no worry about overlap there, but changes to item settings and score would be trickier, as any time one is activated it deactivates the current one in use.

Making multiple spawns possible would also be easy. Attach the button/trigger for that setting to be a Boolean, then you can either place extra spawns around the map that only spawn if that boolean is true, or you can set a few existing instances to -> On Encounter Finished -> Test Boolean -> If True -> Test Gate -> XX -> Spawn Encounter. Also set that XX result to also Set A on the gate to true, that way it only runs once, and now that enemy group will respawn once.
>>
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>>144152648
>There are people who don't use Gritty
Unimaginable
>>
>>144152973
What's the difference?
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>>144156104
Cleaner, sharper, brighter. Pretty much gets red of all the red tint in favour of colour saturation.

>low settings
I'm amazed I get 40-50 on a 560. I've had stupidly good mileage out of this card.
>>
>>144156104
Zoom in on
>>144152973
The effect adds a light, gritty grain texture overlay, which cleans sharp edges on everything in a way that brings depth, and it also has the same effect as Clear Action on some new 4k televisions.
>>
doom crack when?
>>
Ending arenas really disappointed me. WAY too much reliance on those fucking Hell Razers and Imps hiding in the columns.

Great game though. Will play again.
>>
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>That glory kill where Hell Knights get their jaw punched off and the rest of their head ripped open
>>
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So how many of you are hoping that Doom 4 will get proper modding tools in the future? If Fallout 4 got mod support, along with mods being accessible on console, the same's gotta happen with Doom 4 right?


a man can dream ;_;
>>
>>144158345
Even without proper tools people will figure stuff out

Surely we will get something though ;_;
>>
>>144157540
People complain about the glory kills being repetitive when I try and do my favorite ones every time.
>>
>>144158345
>minus doomguy

he's at the back he's just getting there to do the pose
>>
How long would it take to make something halfway decent as someone who has never done anything like this before?
>>
>>144165069
I assume you mean SnapMap, and it's pretty easy to get basic shit going

just check out the tutorials and puzzles to learn it

when you want to dig into logic flow and shit, then you might actually need to think for more than two seconds
>>
so for people who used doom builder and snap map which one FEELS better to use
>>
>>144169750

Doombuilder, no context.
>>
Hell Razers are the most dangerous enemy in the fucking game. They should have been the bosses, just larger and dickisher versions.
>>
>>144170995

What? They're hardly threatening at all, possessed soldiers are worse.
>>
>project brutality
>last man on earth difficulty
>death wish setting
>map of chaos overkill
That was a fun ride. I should try UDV Hardcore next.
>>
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I've go two campaign style single player maps. Could use feedback on them.

8JDB2WL2 "Overtaken Supply Depot"
29ZW58TD "Overtaken Maintenance Facility"

The second one is better quality slightly. I learned a few things. Working on a third now.
>>
Oh dear.

https://vid.me/s6jk
https://vid.me/Pofu
>>
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>mfw Doomguy backs up Vega

total bro
>>
>>144050084
Literally the first game that my gtx 460 can't handle.
I got a lot of mileage out of that card.
>>
>>144151976
Honestly, I really dont know. They were both pretty good. The only thing against the Spider is that she was too easy imo, at least compared to the others.
>>
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>still no ost torrent

kill me please
>>
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>VEGA needs miles of circuitry, hundreds of server clusters, an absolute zero cooling unit, and a direct link to Hell in order to sustain him
>Doomguy backs him up on a flash drive

Than what the fuck was that entire facility for if he can just be held on a flash drive?
>>
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>>144186620
>what is data compression
>>
>>144186620
Processing power.
>What is the GPU for if all the graphics can be held on a hard drive???
>>
>>144186620
I'm glad you aren't a network admin at my fucking company
>>
Anybody wanna play some Snapmaps n shit?

Add me on steam: domse
>>
>>144067205
Not yet
>>
So is this snap map thing pretty cool on PC?
>>
>>144201276
It's neat.
>>
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Anyone shooped helll Knights into basketball players yet?
>>
doom is good
>>
>still not a squeak about updates or more content
>>
>need to trudge through hundreds of 'i want achievement', long halls, and nazi zombie clones to find a good map.

What was id thinking when they made snapmap's map search.
>>
Dose snapmap crash pretty frequently for anybody else? I've got a great map idea but i can't be arsed to finish it / work further on it because if i'm trying to test some changes snapmap might crash.
>>
>>144217603
It's never crashed for me
>>
>>144217603
Are you playing in borderless window mode?
>>
MP is pretty good. I don't understand why people shit all over it.
>>
any chance of something doom at e3?
>>
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>>144225146
People doesn't seem to appreciate the idea of loadouts in a game that they believe is supposed to be an arena shooter.
>>
>>144229407

This, but unironically.
>>
>>144231424
What do you go and play instead then?
>>
How the fuck do you beat Foundry? Those two big guys are fucking invincible and do 60 damage with one punch.

I got one of them down once, but then the other killed me during my glory kill
>>
>>144233651
The singleplayer.
>>
>>144089214
I refuse to believe it isn't in the works. At most they might have waited to gauge reaction to the game to see if it was worth making it poseable as per the game version or just a statuette, but at this point if they make something youtubers can use to reproduce the fistbump clip complete with the little head wobble they'll be printing money.

>>144201276
It's a fun little diversion, and a great way to introduce visual game scripting and so on, but it's worthless compared with actual mod tools. By itself it'll die fairly quickly, and that would be a shame since the engine and single player core is incredibly solid with a ton of great art assets/props and the mod community could do great things with it.
I'm hoping it's just a cynical move to safeguard against official expansions getting undermined and that the internal editors are planned for release after that anyway. Worst case scenario, I guess we have to hope that the engine is a relatively comprehensible evolution of id Tech and the existing Radiant tool can be modified for it.
>>
>>144233735
Try harder, youre invincible during the animations.

But seriously, if youre having problems with Hell Knights you have no chance.
>>
>>144236242
>printing money
What you don't understand is console sales are where all the money is.
Snapmap is how they printed money.
>>
>>144236242
>Radiant
Man, I remember trying for a very short time to make a Q3A map in gtkRadiant back in 03-04. Still the same toolset, huh?
>>
No news on a crack?

Some foreign government, animus to the USA, needs to state-fund a large group of crackers to solve this omission.
>>
>>144201276

no
its is a powerless fisher price "fuck you" "solution" so they dont have to release any actual mapping tools like you could have counted on if carmack were still there
>>
wew
>>
>>144234550
you can only pour so many hours into 12 levels
>>
>>144245554

Buy the game or fuck off.
>>
The Prowler is pretty gud
>>
>>144169750
I still think WadAuthor was the best level design tool.

Doom Builder is a close second.
>>
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So how do you guys like the new designs of enemies?
For me personally they look kinda like monsters from the very first Doom games, which is great.
>>
>>144268141
The side by sides of the new and old are crazy
>>
so can snap map put any human NPCs in or are they all monsters?
>>
>rich get richer
>mobile siege mode
And I think I broke the game
>>
>>144284756
Embrace the BRRRRRRRRRRRRRRRRRRRRRRRRRTTTTTTTTTTTTTTT, anon.
>>
>>144285049
It's fun but the challenge is gone, I fear I will become bored
>>
>>144090149
There is an awesome Doom thread on /aco/ right now.
>>
>>144097943
Those thing spider heads, and baby fly maggots would cool.


Honestly, hear me out, I like the new imps, but they need more spikes and yes, I would have lied to see random genders among the demons.
>>
>>144104494
Where you hear that?
>>
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I really like doomguy's new helmet, pays just enough dues to the old helmet's design and his face being visible behind the visor is prefect for his character.
>>
>>144133416
If I read the lore correctly, all of the red power armored elite guards simply died during the portal opening because of their kill switch chip in their brain.

They didn't even get to fight.

I'd imagine tgey could handle imps and tge possessed and only have problems with knights and other big demons.

Kinda sucked there were no other survivors to interact with or witness die except without hiligram pre recordings.
>>
>>144161716
I always wondered about the second guy in the poster...
>>
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Holy fuck

Fucking holy fuck

Spider Mastermind is the greatest final boss since Gehrman

These credits, this music

I'm spent
>>
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>>144268141
I like how there were common traits between a few of the demons, suggests they're from the same genus. For example the Cacodemon and the Mannucbus each have green cyclopes eyes and are bloated and stupid, the Cyberdemon's wrist blade is similar to the Hellguard's, and a few of them have those secondary split-jaw mandibles.

I love details like that, fleshes out the fiction.
>>
>>144293252
the best part of the credits sequence is when the Doomguy figurine is going up against the pinky demon.
>>
>>144262049
In my experience, the Prowler either does some serious work and gets a good number of kills or dies almost immediately. Same goes for the Revenant.

It mostly hinges on whether the enemy team is smart and sticking together/focusing fire or not. Even a Baron can die in under ten seconds if he gets in the middle of a smart team that didnt clump together.

Thats what I like about the demon transformations, theyre powerful but manageable. Picking up a demon rune is often a death sentence with the only variable being how long but you should be able to take a good chunk of people down before you bite the bullet yourself.
>>
>>144289395
Those spider head things were horrifying in a 'The Thing' kind of way. But I dont know how well 'small creepy monster' would have fit into D44Ms aesthetic of RIP AND TEAR.
>>
>>144285171
To be fair, the mobile seige gauss is bordering broken by itself. Giving it infinite ammo is pretty insane.

Just play on Nightmare and try to make Rich get Richer work, much harder.
>>
>>144055329
No modding community, snapmap is shit because of console limits and limits in general. The game is only decent because of its singleplayer, the MP should've just been scrapped and the price lowered.
>>
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What's your favourite iteration of a demon? Mine is the new Revenant, mostly because of the explanation of how they were created.
>>
>>144289508
worldofthreea.com
scroll down until you see article titles regarding DOOM, there are no pictures yet, save for messages telling us to stay tuned.
>>
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>>144289706
As some people mentioned in the last thread; this was a bit of a shit cop out. What's the point in putting a bunch of badass elite guards in the game only to have them all offed via a killswitch?

I get that you wouldn't want any surviving during the actual game, but you could at least have had them die in some last stand kind of situation. Maybe Hayden only activated the DOOM Marine after all the elite guard had been killed?

Would have been nice to find them having died in various battles along the way. There's that dude with the yellow keycard that you find still in the jaws of a pinky. Why couldn't you do the same for an elite guard? Why couldn't you have one slumped in a corner behind a horde of dead lesser enemies? Or dismembered with his hands still around the throat of an imp or something?

It just seems like such a missed opportunity to me.
>>
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Would you a demon?
>>
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>>144302498
Yes, I would rip and tear a demon after stunning it with a double-barreled blast from a super shotgun.
>>
>>144300605
They're not demons though
>>
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>>144302498
I'm certain Olivia called dibs.

I would Hayden if demons weren't available.
>>
I want to get into DOOM, should i buy Ultimate Doom, DOOM 2 and Final Doom or should i just buy DOOM 3 BFG?
>>
>>144307126
Look in the op. Get gzdoom
>>
>>144050084
I've been playing your map and my main criticism of it is that it's too unforgiving. Like the other guy said, you make one mistake and that's it, you're done. The main thing that needs you need to do, IMO, is add more health and armor pickups. Look at any arena in the campaign and you'll see that there are just a bunch of little medkits and armor shards all over the place; they don't need to be the 25/50 point pickups because quite frankly those just go to waste most of the time. Try to find/add little nooks and crannies to put them in; for the arena with the 4 mancubi and the baron after you kill the cacodemons, for example, I suggest you add little platforms above the pits in the middle with armor shards, and 2-4 small medkits on the platform in the center.
Also, I don't know if this already exists in the map, but a secret to add an extra life somewhere, maybe hidden in the dark burning room with the hell razers, would be great. Those haste/mega health containers are nice, but lives are a resource that players should be able to exploit nonetheless.
And one final thing, you know after the big room with the rocket launcher in it, how there's a checkpoint? Move that back more, to like behind the barriers on the walkway. I've died like a dozen times there because I'll die in that room, respawn, and immediately get eaten by the mancubi in that room.
Oh, and your ammo+haste equipment item has just a bit of a bug, I think.
>>
>>144306120
Neither are Possessed or the Unwilling or even technically the Lost Souls because they were all humans/non demons before becoming what they are now.

Maybe even the Mancubi, Barons, and Hell Knights were human or some other species at some point and got turned into what they are after so long in Hell.

Arguing that the Revenants arent demons is a matter of semantics. They got exposed to so much Lazarus Wave energy and mutated so much from it that who knows how much human is left in there. What we know is that they fight for and are accepted by other demons as well as seemingly being incapable of any thought or action than kill all non demons.
>>
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>>144055642
>>144055468
how did the mancubi get so fat?

what diet is available in the arid hellhole that is, well hell. That could sustain such a mountainous amount of blubber?
>>
>>144214841

I'm a bit surprised nobody commented on this; GamesRadar did a stream and they had Marty Stratton and Hugo Martin on Skype.

Marty outright said that SnapMap updates are definitely coming, he wasn't authorized to reveal the date though. All SnapMap updates will be free, he said. Also MP is expected to receive new game modes and other updates. However, don't expect them to be free, because he referred to them as "premium".

Remember, the E3 Showcase is in 10 days >>144060680
>>
[muffled demon sex in the background]
>>
Stupid question. When you go to look at your published snapmaps, what does the arrow symbol mean? Downloaded? Played without liking? people completed? I feel retarded
>>
Best keyboard and mouse settings for chocolate doom?
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