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St. Mildly Annoyed

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  1. While I do agree with Doom having lost that "feel" it had in the first few installments, Id in it's current form may be adjusting the game to a new niche with their new sky high expectations in a market where the moddability of games is now utterly fucked, and every release has to be pristine. Their installments in the Doom series seem to be experimental, going from a decent reboot that heavily embraces the more hardcore action aspects of original Doom, and the brutality of Doom 3. Then in Doom Eternal they softened the Doom 3 influence, to the dismay of some designs( a kinda meh decision); all while taking the "good" aspects of 2016's gameplay, putting them on a deathly amount of crack, and letting the environmental designers go apeshit, to the dismay of the writers. They producing an overall better sequel, that's great at best, quite good at worst. I have a feeling they'll continue to improve with this new instalment, as they're bringing back 2016's enemy design and environmental grit, in a way that's unique from Doom 3's horror aspect. It also seems to be more open world like this time, which could either lead to some lost potential, or a big step up in overall quality. They've also seemed to have calmed down, design wise, from the industrial djent metal themed acid trip that was was Eternal. Hopefully the player mechanics will follow suite, even with the addition of the shield.
  2. An invisible archvile could act as a straight up scanner if the flames were invisible as well, and replaced with a subtler que. For overall balance, a partially invisible caco, or pain elemental would probably be best.
  3. yeah, it seems there have recently been a lot of top tier sprites inspired by the new doom game's trailer recently.
  4. are you planning to finish that? It looks fantastic, and I want to know if its gonna appear in any projects soon.
  5. If you want something a little less vanilla, you could always learn decorate, or zscript. Zscript, while more complex, gives the user a bit more freedom. Plus, on the zdoom wiki there are a ton of tutorials and pages for information on different functions of decorate and zscript.
  6. well, if someone has a ton of space in a level, circle strafing could still come in handy. I feel there isn't any enemy who really prevents the player from literally running circles around them, or just running a single simple pattern. If they do, then the enemy is hitscan, which leads to either a bumrush if the enemy's slow or a game of peak-a-boo. on the topic of other mods, it would be nice if more people took the liberty of making a custom monster and created something that provides a fresh battle that requires a better knowledge and usage of complex attack patterns. well cyberdemons can be heavy threats in situations like you described, there's not much stopping a skilled enough player from cruising around with whatever weapon ( that isn't a pistol) and mowing down his health. There isn't any switch of strafing patterns, or attacks which can make the player want cover even IF they're focused.
  7. guess that's a fine solution, I was wondering more about a method using sbarinfo.
  8. thanks kalensar, works well. Quick question on top of that, any advice on making the black key not take over Doomguy's face in the HUD?
  9. Hey everyone, thanks for the responses, couldn't view them before cause my modem fucking died. By the time I get home I'll tell you'll if your suggestions work. Also, disregard my mentions of boom, I need to switch formats to udmf
  10. that shrimple, mind giving me a decorate example? Just wanting to make sure I do it correctly after how dense my mistakes sometimes are. also, thank you.
  11. I'm making a mod that will include either a black key card or skull that functions like in normal Doom, with the exceptions of staying throughout a whole episode to unlock a "super secret" map. I know how to make the actual doomkey actor in decorate, but not how to make it carry between levels. keep in mind this wads mapping is done in udmf format as well, so your answers may not have to be fully vanilla compatible.
  12. The thought that inspired me to make this topic was e2m8 and e3m8. Like a lot of Doomers, I felt the mastermind was a let down. She could either get stunlocked, trapped in infighting, or one-shotted with the bfg. I've now realized that the Cyberdemon wouldn't much better if the maps were swapped. For Doom's open arena "boss" maps, there aren't any monsters which feel like bosses(at least not exciting ones), at least to me. Imagine if the cyberdemon had an attack pattern which couldn't just be dodged by simple strafes( circle, figure 8, ect.), and actually required the player to think about where they're moving. It could still be the same rocket attack, it could still just be 1, but it would be great if ole cybie could fight like a monster trying to kill you. Maybe something as simple as firing ahead of the player, or for a bit more complexity, occasionally firing off rockets in all cardinal and intermediate directions facing the player.
  13. Well, complexity is a sliding scale. I think the vast majority of people in the classic Doom sect have experienced the fuckery that happens when someone makes a huge acs boss and preps the player like they're fighting a normal Icon of Sin. Still, wouldn't it be nice if Doom had one or two enemies that were good standalone challenges; best found peppered around maps or used as bosses.
  14. it's best to use both, with more complex pieces in moderation. Having more complex pieces can help spice up gameplay, and make the player more weary of those simple pieces, when both are used properly. Having more simple pieces make more complex actors stand out, and allow them to provide a unique challenge, and better catch the player off guard.
  15. that's a good example of the enemy type I'm thinking of when I'm referring to advanced combatants in Doom.
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