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Dhiruxide Since: Dec, 2016
#1276: Jun 20th 2019 at 10:49:36 AM

I always felt it looks like it's made by the UAC cult. It has similar aesthetics to that one concept art of cultists kneeling before a demonic hologram figure (possibly retconned to be that cultist leader).

Skull motifs everywhere! It has some similarity to Doom 64 launcher. When equipped with remote detonation mod, it has a chain on top, weird.

Oh yeah... Slayer's Club has been updated with new concept art and screenshots and stuff like that.

That angelic figure over a super gore nest? His/her/their name is...

Kahn Makyr.

Edited by Dhiruxide on Jun 20th 2019 at 7:53:15 PM

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1277: Jun 20th 2019 at 10:56:26 AM

Ahhh, speaking of which, is it possible that some of the angels at least may be antagonistic to the Slayer because he's wearing armour that has been enhanced by a demon, even if said demon is a traitor?

Spelunking through a Halo Ring is something else...
Dhiruxide Since: Dec, 2016
#1278: Jun 20th 2019 at 11:02:29 AM

I downloaded the wallpaper with Kahn Makyr! Damn it looks so nice on my desktop.

And... maybe. At this point id are being such a tease and expect us to have certain amount of interpretation towards... everything in regards to lore and story and Worldbuilding.

I love Doom Eternal's greater emphasis on Worldbuilding!

Dirtyblue929 Since: Dec, 2012 Relationship Status: [TOP SECRET]
#1279: Jun 20th 2019 at 11:13:46 AM

I love how the past several pages of this thread are just you two excitedly gushing to eachother about Doom. Get a room already!evil grin

Edited by Dirtyblue929 on Jun 20th 2019 at 11:14:06 AM

Dhiruxide Since: Dec, 2016
#1280: Jun 20th 2019 at 11:15:14 AM

[up]We can't help it! Me and G2 are most excited... I could be wrong but nothing wrong with injecting life in a thread such as this XD

We invite every doomer and slayer to this thread to discuss anything DOOM!

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1281: Jun 20th 2019 at 11:23:26 AM

Hey, Dirtyblue, for the record, I'm already spoken for, lol.

Man, some of the guys in the Discord have noticed a spaceship in a level's skybox from the BATTLEMODE trailer.

Holy crap, they're really building it up.

Edited by G2BattleConvoy on Jun 20th 2019 at 9:15:30 AM

Spelunking through a Halo Ring is something else...
Dhiruxide Since: Dec, 2016
#1282: Jun 20th 2019 at 1:38:43 PM

Oh yeah I've seen that on first view! Looks weird. Might be demon-made... maybe a reference to the ship from TNT Evilution?

In classic DOOM, there were two addons not developed but published by id, TNT: Evilution and Plutonia Experiment. In TNT: Evilution there is a spaceship from hell, which unleashes demons on marine base on one of jupiter's moons. Looks like... pardon the low resolution, this https://vignette.wikia.nocookie.net/doom/images/e/ed/TNT_title.gif/revision/latest?cb=20080630083653 looking at the environment of that shot in battlemode trailer, it might be D'nurian. Or Night Sentinel.

They're gonna look at so many WA Ds and maps for references... I'd love that!

Also I hope they fix the mancubi's lack of glowing eyes. Last year they had glowing green eyes, now... they don't.

Edited by Dhiruxide on Jun 20th 2019 at 10:45:34 AM

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1283: Jun 20th 2019 at 1:55:54 PM

I actually have that on my laptop. Like I said, couldn't play it because Celeron.

Spelunking through a Halo Ring is something else...
Dhiruxide Since: Dec, 2016
#1284: Jun 20th 2019 at 2:26:06 PM

I know! I was just intrigued when you mentioned the ship. I didn't think of it much at first but then I wonder how far they're honestly gonna go with subtle references and easter eggs.

Also, I saw how Quake II RTX looks. The fact DOOM Eternal is gonna have it for Vulkan-only? It'd be great! That said the lighting even without raytracing is gorgeous in Doom Eternal.

It helps there's a cornucopia of colors!

And G2, did you notice not once in demos, like last year and now, did they use color filtering or washing out colors? I remember in Doom 2016 ambient colors, or filter, I dunno what's appropriate to use. Anyway from one scene to next colors change a lot. And I still remember they had yellow piss color filter showing the game at E3 2015! And screenshots too. I am glad they removed the constant yellow filter and made some things brighter, Cacos looked so desatured in some of the pre-release screenshots.

Also, I wish more joined us in discussing DOOM on this thread. It's just you and me being most active at the moment!

And whatever happened to this one troper called Charlatan with his crazy posts? I remember his awesome description of Hexen haha. He's the one who started this thread too! Wait... he's banned? Why? What happened if I can ask that?

Edited by Dhiruxide on Jun 20th 2019 at 11:30:53 AM

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1285: Jun 21st 2019 at 5:04:04 AM

Yeah, the colour's really been ramped up since the last game.

Which is great because even though the filter was not used in the final game, you still had only had two colour palettes: cool and mostly-clean metallics for the UAC with the occasional ruptured pipes, and bronzified rock for Hell and the Argent D'Nur remains.

Spelunking through a Halo Ring is something else...
Dhiruxide Since: Dec, 2016
#1286: Jun 21st 2019 at 7:37:08 AM

Hell in Doom '16 didn't leave too much impression sadly... too much brown stones everywhere, not enough typical red lighting hell full of pentagrams, demon skulls and more. Just select areas, which is a shame really.

Doom Eternal looks to avert that with new locations! And I am very much fan of Bloody Bowels of Hell as well, so seeing Earth full of Meat Moss and demonic tentacles...

it reminds me of what Zerg did to Char, except demons here also purposely pour lava everywhere as well!

Rynnec Since: Dec, 2010
#1287: Jun 21st 2019 at 8:02:06 AM

2K16's Hell wasn't too impressive on the whole, but the parts that did standout, like the Titan's Realm, and a bit of Necropolis, where really fucking good.

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1288: Jun 21st 2019 at 8:17:00 AM

Yeah, they were kinda distinct in their own way. Let's be honest, going inside a Titan that the Doom Slayer killed is pretty badass.

Now there's a potential scenario for a story expansion: how the Doom Slayer, during his everlasting rampage against the Slaves of Doom, took on and defeated the Titan.

Spelunking through a Halo Ring is something else...
Dhiruxide Since: Dec, 2016
#1289: Jun 22nd 2019 at 7:12:35 AM

I feel Hell was at its best in Doom 64... those textures are quality, I gotta look for texture pack if anyone made it for classic Doom and Doom II. I could tinker with G Zbuilder someday.

Doom 3 comes close second. Tho I feel they wasted Bloody Bowels of Hell for actual Hell itself, which is still impressive looking Fire and Brimstone Hell . I like the background of this void with crimson looking nebulae and floating rocks with crimson veins.

Shame they made final level of its expansion pack, also taking place in Hell... too short.

Rynnec Since: Dec, 2010
#1290: Jun 22nd 2019 at 7:19:58 AM

It looks like they're bringing back 64's gothic looking Hell in Doom Eternal from what we've seen from the concept art, and I'm loving it.

Edited by Rynnec on Jun 22nd 2019 at 9:20:31 AM

VampireBuddha Calendar enthusiast from Ireland (Wise, aged troper) Relationship Status: Complex: I'm real, they are imaginary
Calendar enthusiast
#1291: Jun 22nd 2019 at 7:31:19 AM

Good to see Doom 64 has at least some recognition.

I wonder if it will ever get a proper re-release. I've heard that Doom 64 EX managed to accurately reverse engineer the executable and make it work on PCs, so at this point it would really just be a matter of selling the wad.

Ukrainian Red Cross
Dhiruxide Since: Dec, 2016
#1292: Jun 22nd 2019 at 7:37:59 AM

Double chainsaw on Doomhunter? Yep. Rocket Launcher visually partly based on its Doom 64 one? Also yep.

Maybe but someone did a doom 64 for switch. Homebrew but still...

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1293: Jun 22nd 2019 at 8:14:13 AM

Would Nintendo have a problem with that? 64 was originally released for the N64.

Spelunking through a Halo Ring is something else...
dRoy Professional Writer & Amateur Scholar from Most likely from my study Since: May, 2010 Relationship Status: I'm just high on the world
Professional Writer & Amateur Scholar
#1294: Jun 23rd 2019 at 2:42:21 AM

After numerous attempts, I gave up trying to beat Doom Chapter 3 on Ultra-Violence and just went back to Hurt Me Plenty difficulty. It was proving to be too stressful trying to conserve ammo and health. XP

After beating Inferno, I might try Thy Flesh Consumed in a lower difficulty, or even the lowest. XD

I'm a (socialist) professional writer serializing a WWII alternate history webnovel.
VampireBuddha Calendar enthusiast from Ireland (Wise, aged troper) Relationship Status: Complex: I'm real, they are imaginary
Calendar enthusiast
#1295: Jun 23rd 2019 at 4:20:57 AM

Yeah dude, Thy Flesh Consumed is a bugger. There are multiple Barons on level 1, and at higher difficulties there isn't enough ammo to kill everything. And then there's level 2...

Ukrainian Red Cross
Dhiruxide Since: Dec, 2016
#1296: Jun 23rd 2019 at 5:12:51 AM

I remember as a kid somehow beating both levels but I quit on E 4 M 3 because that was what frustrated me, enough to make me throw a tantrum. It was such a looooooong time ago...

I was stubborn with Hexen tho, lol. Hexen II as well. Or at least until a progression bug at Egyptian themed hub prevented me from being able to truly progress.

VampireBuddha Calendar enthusiast from Ireland (Wise, aged troper) Relationship Status: Complex: I'm real, they are imaginary
Calendar enthusiast
#1297: Jun 23rd 2019 at 5:19:59 AM

I didn't have a problem with Sever the Wicked. It's a pretty big level with a good mix of open spaces for circlestrafing and inducing infighting, and narrow corridors to use as chokepoints; plus I don't think it has any Cyberdemons. I actually found it easier than the previous two levels.

Ukrainian Red Cross
Dhiruxide Since: Dec, 2016
#1298: Jun 23rd 2019 at 5:31:46 AM

Oh yeah why were engines back then unable to have rooms over rooms? Like Doom. Unless you rely on source ports, you can't ever make a room over room. Even Duke Nukem 3D had to rely on engine tricks to achieve that.

Oh and slopes, Doom's engine is incapable of slopes even when modified (Hexen, Strife).

You can just remove it in source ports!

G2BattleConvoy The Hope, The Hero from Installation 07 Since: Mar, 2017 Relationship Status: What is this thing you call love?
The Hope, The Hero
#1299: Jun 23rd 2019 at 5:51:46 AM

It's probably because of an inherent flaw within the actual source code itself. If it weren't for source ports allowing all kinds of flexibility and technology marching on in general, we might still be stuck with that.

Heck, you could probably thank Quake 1 for finally figuring it out.

Spelunking through a Halo Ring is something else...
VampireBuddha Calendar enthusiast from Ireland (Wise, aged troper) Relationship Status: Complex: I'm real, they are imaginary
Calendar enthusiast
#1300: Jun 23rd 2019 at 5:56:12 AM

Game engines back then could totally have rooms over rooms - Ultima Underworld had that in a few places, and it predates Wolfenstein 3D. And I don't mean in the sense of rooms being on different levels, I mean in the sense that you can leave a room, fly straight up, and walk on the ceiling.

In the case of Doom, it's because the maps are actually 2D (which is why you can have an automap). The level data defines the location of impassable barriers on the X and Z axes, with the Y axis basically being faked by adjusting field of view. Stairs, essentially, define a path through a wall while also adjusting the view on the Y axis.

(I'm simplifying the best of my understanding, but you get the idea).

Edited by VampireBuddha on Jun 23rd 2019 at 1:56:24 PM

Ukrainian Red Cross

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