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    Wednesday, November 13, 2019

    DOOM Got an epic thing in the mail today

    DOOM Got an epic thing in the mail today


    Got an epic thing in the mail today

    Posted: 13 Nov 2019 04:33 AM PST

    PSX Doom Phone wallpaper.

    Posted: 13 Nov 2019 02:32 PM PST

    At Least I Did One Thing Right This Year

    Posted: 13 Nov 2019 07:46 PM PST

    Uh oh

    Posted: 13 Nov 2019 11:26 PM PST

    Doomguy giving Samus a headpat, by @HellonearthIII

    Posted: 13 Nov 2019 09:06 AM PST

    Welcome to Hell, doomyboy

    Posted: 13 Nov 2019 11:12 PM PST

    Doomguy be vibin

    Posted: 13 Nov 2019 11:33 PM PST

    [Speculation] Why was Doom Eternal delayed?

    Posted: 13 Nov 2019 05:13 PM PST

    I've been thinking about what would cause Doom Eternal to be delayed, and going through which aspects of the game would require enough work to warrant delaying the entire project. I don't know much about game development, but here are my musings about which parts of the game would or would not require more time.

    Sound and Music

    While I'm sure that great sound design and music composition take a lot of work, I also think they're probably fairly known quantities, and would have been accounted for in the original schedule. However, since sound effects are usually made in response to other elements, there's a chance that a delay elsewhere would require that work on sound continues though to the end. The music is probably mostly finished as well, but might need additional work if levels and cinematics aren't finished, since music is often made after such things.

    Levels

    At this point, I'm fairly confident that Doom Eternal's levels are basically finished, in terms of map design and set-pieces. There might be additional work being done on the game's levels now that the team has more time, but I doubt that gameplay environments are the major reason why the game was delayed.

    Animations

    Like sound, I think that animation is a fairly known quantity, but is also dependent on other elements. If, for example, more demons were added, they'd have to have animations made for them, though I doubt they'd add new demons this late in development.

    New gameplay elements

    This would include new levels, demons, weapons, abilities, etc. Ideally, these things would have been solidified years ago, but who knows? Maybe they decided at the last minute that they needed to add a third weapon mod to all the guns, or each level needed a unique demon. I doubt it, but these things might be the reason for the delay, since they would impact almost everything else.

    Multiplayer

    I think this one might be more likely. I don't know much about net-code and other things that go into multiplayer, but from what I've heard, you're basically trying to synchronize time and space between different machines, all while factoring in that there's a delay between them. All of this would be made more complicated if they decided to add crossplay similar to the most recent Call of Duty. They also talked about how the Invasion mode, where players can enter the campaigns of other players as playable demons, would be delayed until after launch. All this makes multiplayer a big candidate for why the game is being delayed.

    Optimization

    This is another major candidate. Targeting 4K60 on the Xbox One X with graphics this good can't be easy. My guess is that one of the big things delaying the game has to do with meeting performance goals. I'd also guess this is why the Switch version isn't coming out at the same time as the other platforms, since they'll have to do some major optimizations on that version, even if they do lower the resolution and framerate.

    In the end, the reasons for delaying the game might be a combination of all the reasons I've listed above, or none of them. Regardless, I'm just glad that they believe in this project enough to make sure they do it right, even if that means delaying it till next year.

    submitted by /u/jodudeit
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    Got bored, so I decided to Doodle at school for a little bit.

    Posted: 13 Nov 2019 07:43 AM PST

    I expected Ultimate Doom to be tough, but I didn't expect a giant demon shooting rockets

    Posted: 13 Nov 2019 09:09 PM PST

    Despite being as old as I am, Ultimate Doom is a pretty challenging game, especially with the bosses and other tough demon fodder (like the cacodemons). I'm really glad I went in somewhat blind to it, it's a really wild experience. Next up for me is the Inferno level, which is gonna be more difficult for me.

    submitted by /u/DavealiciousChode
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    Brutal DOS - Brutal Doom under DOS

    Posted: 13 Nov 2019 07:48 PM PST

    I made Brutal Doom in dos for your own playing pleasure. While opening it in DOS, Instead of typing DOOM.exe, type DOOM.exe-brutalv0.wad to put on the mod, If you fail to do this you'll have classic DOS Doom. This works with any version of Doom, but you'll need your own copy and only Doom 1 assets are changed. https://drive.google.com/open?id=1YfcNF0k0lFCgIAgqeYajRm-S9gi6nNxz Oh and credit to Dude27th on Discord for helping me a bit with this project

    submitted by /u/ForsakenClimate
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    2 posts below mine are the Doom Slayer and Samus Aran in the beginning of their marriage, here, I present both of them preparing to take their son in a nice relaxing slaughtering of daemons and space pirates.

    Posted: 13 Nov 2019 12:44 PM PST

    Question for SnapMap

    Posted: 13 Nov 2019 02:51 PM PST

    Im trying to spawn a Demon by picking up an item( Key Card). It won't work, im using, "On Droppable Picked Up," connecting it to, "Show," and connecting it to a Pinky. What am i doing wrong,how do i fix it?

    submitted by /u/CouragesStincer
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    Thought about how the BFG in Eternal could play a bit closer to the classic BFG

    Posted: 13 Nov 2019 02:50 PM PST

    Whenever a projectile hits anything, the heat blast from 2016's Plasma rifle is activated from the player's BFG, making it resemble the classic BFG's weird tracer system.

    Whether or not it's still cone shaped or an actual circle around the player is up to id to decide.

    This could serve as a later upgrade and i thought of this in case the Plasma Rifle gets a much more different mod so heat blast is recycled for the BFG.

    submitted by /u/phobos876
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    Notice the change in the reticles

    Posted: 13 Nov 2019 08:42 PM PST

    Notice the change in the reticles

    The hook is used right after switching mods.

    What is the red reticle alt-fire for the Super Shotgun?

    Credit to RipNTearGaming for the video

    https://preview.redd.it/pt2gqo110ly31.png?width=1255&format=png&auto=webp&s=2326aa5fb83cf582888683cbe15a3e1e35640d61

    submitted by /u/Matt463789
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    Play as Samuel in Eternal (Discussion)

    Posted: 13 Nov 2019 08:53 AM PST

    I just suddenly got a new idea where you can play as Samuel using The Crucible to slay demons and such. and it would explain why he got beaten up in the trailer (Something like running into Lucifer and got his ass kicked or something) Kinda like extra mode to play after you beat the game. (Got inspired by Doctor mode from Cry of Fear) Thoughts?

    submitted by /u/Spoodercrocodilecri
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    Anyone having some DOOM(2016) PS4 Problems?

    Posted: 13 Nov 2019 06:24 PM PST

    So, I have recently gotten DOOM(2016) and its a blast. But, when I try to access the multiplayer or the snapmap, I get a "The connection has been lost" error. Anyone know how to help me?

    submitted by /u/egophobia115
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    Doom2.wad missing texture in GZDoom

    Posted: 13 Nov 2019 07:29 AM PST

    I was just trying to switch computers at home and have legit copies of DoomII and Final doom wads plus Ultimate. I put GZDoom on the new laptop and all the wads work perfectly except Doom2.wad, when I try to load it, it freezes in the DOS loading screen with the error:

    Texman.Init: Init texture manager. Invalid data encountered for texture DOOM2.WAD:VILEI6

    Should I just try to copy doom2.wad again to the new directory, or is there something I'm missing?

    submitted by /u/rubbername
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    I made a LEGO Revenant!

    Posted: 13 Nov 2019 03:14 AM PST

    Complaints about player speed in Doom 2016?

    Posted: 13 Nov 2019 06:15 AM PST

    Was browsing the net and saw some people complaining about how Doom 2016 doesn't have sufficient running speed and how they have trouble dodging projectiles.

    Personally, I feel like player speed and basic in air mobility can be increased, but I didn't think that the player speed in Doom 2016 was so slow that you couldn't dodge projectiles. Some were even complaining about how they have trouble dodging the Cyberdemon when I can consistently clear the Cyberdemon boss fight in the 2016 game with basically no damage taken even on Nightmare. Then there's also the issue of whether or not moving that fast is actually good for the game.

    So, discuss I guess?

    submitted by /u/DemonLivesMatter
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    Can I get a bit of help?

    Posted: 13 Nov 2019 08:43 AM PST

    I'm looking for links to all the official Doom Eternal Lithographs that have been sent out so far, can someone please help me find/compile them?

    submitted by /u/vert3432014
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    Anyone ever got stuck trying to go from Argent Facility (destroyed) to Advanced Reserach Facility after completing level and game didn't progress to Advanced Research Facility?

    Posted: 13 Nov 2019 09:13 AM PST

    FIXED: I was on mission select in the menu, not "continue". Apparently, the game does not give you the option to go to the next stage after finishing a mission. I recall I was replaying an old level to rack up some weapon upgrades and didnt exit "mission select".

    -------

    Not sure if this is a bug or if I completely missed something, but I'm currently stuck trying to get to the Advanced Research Facility. I'm on Ultra Violence difficulty, and have completed Argent Facility (destroyed) and got all the way to the tram, activated it to end the level, and all it does is "save and exit" at the end each time. The missions overview doesnt show Advanced Research facility as an option either.

    submitted by /u/Just_Ferengi_Things
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    im getting a tattoo of one of the Doom covers, but i cant decide witch one

    Posted: 13 Nov 2019 02:34 PM PST

    I dont know if im being a little annoying about with this post but im gonna do an arm tattoo of one of the doom covers (the classic one or the 2016), but i cant choose one of them, i love both games so much and I think both of the covers are aesthetically awesome, i like how they do a "remake" on the 2016 one where the Doom Slayer is imposing himself on the demons and and he is not in danger. and on the other side the classic doom cover shows the doom guy on a hard spot, fighting for his life, i like how the demons look on the classic cover and all of it. I would like your opinions on which one to choose from them and why do you prefer one over the other. i was thinking of doing the doom slayer in the classic cover pose (demon holding his wrist) but i dont know for sure, they all look like awesome ideias and i need some opinions.

    submitted by /u/gustGOW
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