Off-topic chat. Real talk.
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Ænima
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#81
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by Ænima » Wed Jul 08, 2015 2:18 am
Watermelon wrote:
Untitled wrote:
Also, Bethesda realizing the potential of the fanbase with the snapmapping thing seems really cool.
I'm worried SnapMap is going to be all prefabs and we get a Timesplitter-2-like editor. I really hope it's not like that. It would be great if they had both (ex: DoomBuilder style, and their new prefab style for people who are impatient and just want a good looking map), but I'd be extremely disappointed if you're locked into only doing what was on the demo. They said they want it to be moddable like the original Doom, so I'm hoping that means we have freestyle if we want it to be.
Having used a map editor that was 100% prefabs (in Timesplitters 2 for example), it was cool for getting maps up and going, but it gets really old quickly.
If it was still iD members working on it I'd have faith that all editing tools would basically be open source tools that let you do everything the developers could.
However we're taking about Bethesda here so expect them to dumb it down to the point where any COD-raised young'n can churn out a playable map in an afternoon like Halo's map maker. I would at least hope they give advanced options beyond this, like letting players write scripts themselves or build their own prefabs.
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Empyre
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#82
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by Empyre » Wed Jul 08, 2015 4:15 am
Untitled wrote:
I expect a remake of "Entryway" within the first hour of people learning to map.
... and "Hangar".
"For the world is hollow, and I have touched the sky."
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Doomkid
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#83
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by Doomkid » Wed Jul 08, 2015 5:20 am
IT better be advanced enough to let us remake entryway/hangar, honestly. I really hope so!
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Catastrophe
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#84
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by Catastrophe » Wed Jul 08, 2015 6:08 am
Yeah and no more d_runnin. We need d_walkin I'm tired of running from evil!
Last edited by
Catastrophe on Wed Jul 08, 2015 6:08 am, edited 1 time in total.
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Cruduxy
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#85
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by Cruduxy » Sun Jul 26, 2015 3:55 pm
Bump.
http://arstechnica.com/gaming/2015/07/h ... of-doom-2/ .
Well it isn't gameplay but more of a closed demo review for 6vs6 mode.
Edit : Who am I kidding I only posted it for the screenshots.
Last edited by
Cruduxy on Sun Jul 26, 2015 3:55 pm, edited 1 time in total.
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MrSetharoo
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#86
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by MrSetharoo » Sun Jul 26, 2015 6:17 pm
I like how the new Doom looks. Yeah the palette is a little bland but I find that it works with how the game plays but I'm not one about how it looks I'm about gameplay. It looks like it plays like quake-ish to me at least which is perfectly fine. The double jump was a bit of a surprise for me but that means a bit more dynamic level designs providing they kept it in mind. I also like the fact that weapons and have different types of ammo they can fire. Eh, it doesn't move as fast but I don't mind that. Some of the weapon designs are Halo-ish with a mix of Doom3 but they're perfectly fine and I like them especially the SSG. The new armor design looks very...Knight-ish? To me the arm of the armor looks like Futuristic Sci-fi Fantasy style armor (kinda like something you'd see in Phantasy star except more beef and less color). I could be wrong but that's how it looks to me. I'd prefer to have the original design back but the original design probably wouldn't fit with the game design, but at least its something new I'm sure there will be mods to make it like the original. Also, alot of the monster designs are pretty cool to me and the executions are pretty cool but I can see how they could get boring afterwards if they don't give bonuses to use them. So far it looks pretty good to me but I can't give it a rating until I get my hands on it.
TL;DR: Interesting design and gameplay choices but it needs to play smooth, ,relatively fast, and good movement control but needs momentum to be good imo.
Last edited by
MrSetharoo on Sun Jul 26, 2015 6:31 pm, edited 1 time in total.
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ScarFOx
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#87
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by ScarFOx » Tue Aug 04, 2015 11:31 pm
There already 12 year olds on Doom 2 and on doom 3 -_-
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Untitled
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#88
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by Untitled » Wed Aug 05, 2015 1:43 am
Double Jumps - basically all of the mobility of rocket jumping minus the part where you require to blast yourself to do it.
Seems pretty cool.
Snapmap is...well, on one end, it looks like it is somewhat dumbed down for the sake of simplicity (though, in all seriousness, the engine looks advanced enough that I can't imagine it would be easy to design a "Doom Builder III" for it, so this seems to be the next best thing) but it was said at E3 that it could edit game logic, so that's gotta count for something.
Last edited by
Untitled on Wed Aug 05, 2015 1:45 am, edited 1 time in total.
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Tux
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#89
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by Tux » Wed Aug 05, 2015 2:57 pm
hey look a new trailer
The [video] tag is deprecated, please use the [media] tag
dear diary, tux today was a faggot again[/size]
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Konda
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#90
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by Konda » Wed Aug 05, 2015 4:10 pm
Tux wrote:
hey look a new trailer
The [video] tag is deprecated, please use the [media] tag
Pretty sure I already saw that one on the day this thread was posted.
Code: Select all
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Tux
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#91
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by Tux » Wed Aug 05, 2015 7:58 pm
Konda wrote:
Tux wrote:
hey look a new trailer
The [video] tag is deprecated, please use the [media] tag
Pretty sure I already saw that one on the day this thread was posted.
well it's from gamescom, like a complete tl;dr of doom4; it's doom so I posted it here
dear diary, tux today was a faggot again[/size]
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Tux
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#92
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by Tux » Thu Oct 15, 2015 2:49 pm
The [video] tag is deprecated, please use the [media] tag
dear diary, tux today was a faggot again[/size]
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Tomthetom
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#93
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by Tomthetom » Sun Oct 18, 2015 8:47 am
Oh boy, Well.
Doom 2 certainly aged well
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Manhs
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#94
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by Manhs » Tue Oct 20, 2015 5:34 am
DOOM and the mods/ fan expansion will be always played since it's always fun to play and mod it for people, and the graphism are good even if it's "old : 3
the fourth DOOM use the Id Tech 6, with a big engine, it can be hard to have a program like Doombuilder for it.. i think.
People complain about it but having a Doombuilder/Slade and others is easier for DOOM2 than the fourth DOOM.... right ?
DOOM 3 can be modded too, but is it more complicate than modding doom2 ?
The only problem (maybe), they choose big quality of graphism (with this engine), if there is some ennemies dead on the ground, can it make lags because it's "HD/nextgen" ?
It's why We have a mix between DOOM and Quake gameplay (i feel it like that, with the video...)
Last edited by
Manhs on Tue Oct 20, 2015 5:34 am, edited 1 time in total.
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Fused
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#95
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by Fused » Thu Oct 22, 2015 2:36 pm
DOOM Multiplayer Closed Alpha - Gameplay Video
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Manhs
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#96
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by Manhs » Thu Oct 22, 2015 4:19 pm
I have bought Wolfenstein TNO too late....i couldnt try to get the beta, hehe, i will wait for the final version, good too! :)
Have fun for people who can play the beta! ^^
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Laggy Blazko
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#97
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by Laggy Blazko » Thu Oct 22, 2015 6:40 pm
The announcer sounds funny.
"Quack damage"
Why is finding the user CP so hard?
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Combinebobnt
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#98
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by Combinebobnt » Thu Oct 22, 2015 11:35 pm
Nice multiplayer video, can't wait to not play quake arena VXII sr30.
That singleplayer tho
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ibm5155
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#99
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by ibm5155 » Sun Jan 10, 2016 2:28 pm
Last edited by
ibm5155 on Sun Jan 10, 2016 4:24 pm, edited 1 time in total.
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Doomkid
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#100
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by Doomkid » Sun Jan 10, 2016 3:10 pm
Combinebobnt wrote:
sr30
I rofl'd at this