-
Posts
143 -
Joined
-
Last visited
-
From a different article I saw whose source I already forgot, but I'll give you the tl;dr version: The main dev team behind the new game went back and played the original DOOM games. Where Eternal was a lot more focused on vertical acrobatic gameplay, this time around it seems at least on paper that they're sticking closer to the original source material where there's more focus on lateral movement and dodging projectiles. Also bigger battlefields and I'm guessing larger active monster counts - something neither 2016 nor Eternal game did very well (Mostly combat arenas with a few monsters at a time). I'm sure there's more than a few modern DOOM fans who would love to finally see a good old fashioned slaughermap, BFG mechanics be damned. Of course for now we're only going based off of one gameplay trailer so we'll see how things develop.
-
Well if I wasn't considering a top of the line computer build before, I certainly will be now. Pretty safe to guess that if you're getting this for your PC, you're going to want a fairly beefy graphics card if you want to run it at 1440/4k with most of the settings cranked up. If you haven't upgraded your graphics card in a while, that's something you'll probably want to start looking into if you want your DOOM looking and playing as badass as possible. Of the currently available cards, you'd probably want to go straight for the 4070ti Super, 4080, 4080 Super, 4090 for Team nVidia. Or an RX 7900 GRE, XT, or XTX if you're Team AMD Radeon. Or whatever the next generation GPU equivalent will be when they come out. Though ironically I'm likely heading to Team Linux after an extended stay between Windows 7 and 10. I'm guessing that it'll be Steam Deck compatible so Linux shouldn't be an issue. Don't know if nVidia RTX vs. AMD Radeon RX matters in that high end gaming decision for Linux, but that's not suitable for this thread. (Please take that discussion to Everything Else or feel free to PM me your reasons why one is so much superior than the other) Will almost certainly be picking up this game when it launches, much like when I did the same for 2016 and Eternal.
-
I mean SRB2 was finally recognized by the main Doomworld community in a special Cacoward despite having more or less split off on its own direction some years ago. Not from community drama AFAIK but mostly because the SRB2 team wanted to implement things that were not possible with the original engine the game was based on. Knowing that this exists now? Excuse me while I go download and play...
-
I like most of what I see so far, blazing through about half the wad with only an occasional death, mostly to hitscan. UV seems a bit on the tame side - at least compared to most of the other wads released lately where UV would either rip you a new one or turn into slaughter combat puzzles. I guess I'll see what the second half has to offer soon enough... but it is refreshing to see a wad I can mostly handle on UV without having my butt kicked ad nauseam. It does feel a bit odd having to rely on normal guns for so long though. Might not be the worst idea to throw a Slot 5 and slot 6 weapon (or it's ammo) in a secret somewhere in the first half. A few minor things: The hit collision for the barrel replacement is extremely jank. The slot 5 weapon when you do acquire it, the firing sprite blocks too much of the screen, making it difficult to aim properly when a situation arises where you need to use a lot to deal with a horde of enemies. The secret exit for Map 15 - should probably be marked as a secret once you find where it is and more tagged secrets when you figure out what you need to do to unlock it. Though once you're done with the main wad you could also work on a version that steps up the difficulty for those up to the challenge (Like what the creator of another wad did and had a new game + version of the levels that was much more slaughter/difficult). But that's up to you.
-
Slaughtermap with a Billion or Trillion Monsters possible?
Traysandor replied to Jannak's topic in WAD Discussion
Technically speaking the answer is yes. Would it be recommended? Not at all The primary limiting factor is the Vanilla Doom engine and source code itself, or in some cases limited by what the source port is capable of doing. If you play most of the other modern mega slaughter maps with thousands of monsters or more, you'll notice that in most cases fights generally don't have more than 1,000 monsters active at a time. That's because vanilla and most source ports will slow to an absolute crawl if too many things are active on screen at one time (monsters, projectiles, etc). -SOMETHING- has to use all the computing and processing power to keep track of everything that's going on. Even when all enemies are inactive or dead, too many of those on screen at once will cause a lot of chugging. If you want to see what I mean by that, nuts.wad is a good example of why you can't "just cram 5k+ monsters in a huge room" and expect most source ports to even be able to handle it. Having a mod that can remove dead demons from the map after X amount of time can help manage the load as suggested above. Also, huge fights get very old very fast, even when you know how to design slaughter-style fights that are actually good and fun to play and not "Just get out your Rocket Launcher/BFG9000 and hold down the fire button nonstop for an hour while circlestrafing to win". -
Arriving Early - 15 MBF Compatible Levels (idgames)
Traysandor replied to A2Rob's topic in WAD Releases & Development
...Why does Dropbox require a login to download stuff now? -
Besides the obvious ones so far... +1 NERF Episode 3
-
What do you think is Doomguy's favorite wad is?
Traysandor replied to Johnny Cruelty's topic in Doom General
wow.wad Okay, serious answer the sake of the argument - we'll go with something that would have him enjoy killing lots and lots of Hellspawn... Classic Answer: Plutonia, HR2 or Scythe Early-Modern Answer: Ultimate Torment and Torture, Epic, Plutonia 2, Speed of Doom Semi-Modern Answer: Back to Saturn X (E1/E2), Valiant Modern Answer: Eviternity, Ancient Aliens, Overboard, Ozonia Mascochist Answer: UAC Ultra, Deus Vult, Sunlust, Antarasean Reliquary, Space Cats E1/E2, Chillax -
I C H I N I C H I (32-map megawad)
Traysandor replied to TheMightyWhoosh's topic in WAD Releases & Development
I generally liked how all of these maps could be completed in relatively short order. And that none of these romps had the insane difficulty slaughter that most projects seem to treat their UV experiences with these days. Feels like a breath of fresh air really, I haven't had to resort to cheats or savescumming (except when I died at the end of a map once and didn't want to replay it). Well done. -
Once upon a time when I first started my foray into Doom Custom .wad levels, it felt like ZDoom was the gold standard by which everything else was measured against. It wasn't until the triple team of Odamex (For old school classic feel/multiplayer), Skulltag/Zandronum (For ZDoom-compatible + multiplayer), and GZDoom (For advanced stuff) that it was dethroned and ultimately discontinued.
-
The Official 'Trying to Find a Specific WAD' Thread
Traysandor replied to gruntkiller4000's topic in WAD Discussion
Not so much a .wad file of level sets, but looking for mods that makes Doomguy have a little more health / armor / firepower (weapons/ammo) for harder mapsets: - Prefer to be mostly vanilla-ish compatible, but Zandronum/GZDoom compatible is fine too. - NOT Russian Overkill, that makes wads too easy - NOT looking to increase monster difficulty or change behaviors through mods. Enemies must stay vanilla to whatever map set I run. -- If the monster stuff can be turned off in the options, maybe. -
(Please move this topic to the appropriate forum if this is not the correct place for it, thanks) I've been considering getting a Steam Deck lately and wanted to ask the community if anyone knows about this one. So I wanted to know: A. If any current source ports are compatible with it - Also if there are any known issues using the Steam Deck as a controller to play Doom (and wads/mods/etc) B. If I would need a launcher program to help configure .wad file load order and other resources necessary. Note: I have legal copies of all the .wad files (purchased on Steam but also separated into a unique folder) and huge folders consisting of years worth of Doom-compatible downloads Any insight or help would be appreciated.
-
Just got the notification that this is out as a public beta now, so... Time to nominate RAMP 2022: https://ramp2022.teamouse.net/index.php - the sequel to the massive project that earned a Cacoward mention last time around. Only 117 levels this time, but that should be more than enough to keep you Doom nerds busy for a while.
-
I usually make at least somewhat of an attempt at completing a level by normal means without cheating, but... Most of the ones I can think of offhand that I've used: kill (myself so that I can instantly restart or load from last save) kill monsters (usually as a last resort) mdk, summon bfgball (Kill a single enemy or bfg large groups) summonfriend (usually cyberdemon or archvile) changemap mapXX (also callvote changemap for some online maps to force change the map) god, fly, noclip, resurrect, freeze give weapons, ammo, backpack, megasphere give health XXXXX (Fun fact, can go up to 65,535 but numbers higher than 999 won't be displayed onscreen) give armor / give armorbonus XX sv_fastweapons (Slaughtermaps, usually with infinite ammo turned on)