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JimboAnimations

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  1. We are getting primal variants like we're playing Plants Vs. Zombies 2
  2. For sure. I really can't stand games where you have a slow walk speed but also aren't given the option to run. The only exception I have found to this rule is Ultrakill, which gives you a hundred other ways to move really fast instead.
  3. Hmm, true. I suppose a more accurate statement would be that people are just more used to the type of things you'd see in doom (ie: blood, gore, satanic imagery, ect.)
  4. It would honestly be idiotic if they didn't let you keep that. Given they want the new games to be very aggressive, fast and brutal; the player should have good mobility from the start. Being stuck with a slow walk for even the first part of the game sounds like a terrible idea.
  5. As an 18 year old zoomer: I have never once seen someone say "unalived" in real life, or get mad about cartoons not addressing realistic panic attacks. I know my generation lacks a lot of media literacy skills, but the vast majority of the behavior listed is stuff I see come more from chronically online millennials than the average teen. That being said: the new DooM game seems neat! I haven't actually played DooM 4-5 myself, but I might pick them up alongside this game once it drops. The weaponry looks neat, and I am sure they will only improve it more on release. My only concern is how damn slow the player looks in this game, but it might not be such a big deal for people who are used to it.
  6. Edginess doesn't always mean controversial. Modern games can't compare to the level of hysteria the original DooM caused, but that is simply because we have grown thicker skin as a society over the past 30 years. The most controversy I've seen in modern games is losers on the internet complaining about their favorite franchises "going woke."
  7. Thanks a lot! I will give some or all of these a try over the next few days. I liked the idea of creating a big, arctic tech base that the player would be outside of for the most part, but I wanted to see how others had done the concept of a snow level first. I'll make sure to take notes!
  8. I recently thought about how cool it would be to make a snow-themed level for a Doom .WAD I am working on. After looking over the vanilla textures and thinking for a few minutes however, I realized that I hadn't even played a snow-themed Doom level before. Have any of y'all played any good levels set in a cold, frozen environment? I'd like to play a few to give myself some inspiration. Hell, just finding some good ice/snow textures would help a lot.
  9. I found out what to do. I hope you guys enjoy it :)
  10. I honestly think it would've been cool if her spread gradually got tighter the longer she fired (likely at a pretty fast rate) until it is an incredibly tight cone. It would make it a little more forgiving upfront, but allow her to catch you from greater ranges for most consistent damage the longer you are visible.
  11. Progress Update: "Sludge Flow" is nearing completion, and I have used the feedback acquired to polish the other two levels! I don't have much to show off at this time, though I would like feedback on one thing: The final arena of Sludge Flow has been constructed, but I am not fully sure on what to put inside of it in terms of monsters. It is big enough to fit practically anything, but the lack of cover makes usage of hitscanners not an option (unless I make some big changes of course). Any ideas on what might work here? The player would be able to get every weapon other than the BFG at this point, so they should have enough DPS for most monsters.
  12. I remember seeing a WAD for Doom 1 that used her in a really cool way. Her arena was much more advanced and filled with explosive barrels, primarily used to surround ammo and placed in areas next to cover. Beyond the barrels making it harder to grab yourself more rockets, her huge spread could easily pop groups of barrels to act as grenades. This could kill you from behind cover or force you out into the open in a panic. I think the Spider Mastermind is still underwhelming (it was meant to have 2 attacks originally, but ended up just being a super Chaingunner), but it has potential as a boss.
  13. Thanks! I might consider adding something there to help out with the final room. One thing I've done recently (but have not publicized yet) is do some balance changes to MAP01. I halved the amount of Mancubi in the level and have instead replaced them with Hell Knights, given they are a bit less tanky and don't take up nearly as much space. The final arena hasn't received any changes, though I do see why it might be quite difficult for many. My recommendation for that fight is to stay at the door for a moment and try to shotgun down as many enemies as you can before triggering the wall at the back to open. You can get all the Imps, trigger the first Mancubus and even kill one of the Sergeants! If all else fails; grabbing the secret Soul Sphere that can be accessed in the final arena can be a life saver too (just be mindful of the Pain Elemental that drops in afterwards.) Map02 is a WiP, but I did put some of what I have learned from my first map to use with it! I like the toxin factory trope in Doom levels, but wanted to do it in a way that made it stand out, hence why I added the outdoors and cavern-esc sections. I will be updating the public WAD file once the map is complete, including some improvements to the other maps to go alongside it.
  14. The original post states that MAP02 is not done yet, and that it lacks an exit. I included it exclusively just so people could see what I had so far and give suggestions as I work towards completing it.
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