DOOM

That's unpopular? Everyone I've spoken to has said they hate the fact that there's no good way to take down weak mobs without wasting ammo especially since glory kills were nerfed into the ground.

I always heard people online talking about how much they hated the pistol in Doom 2016, so I guess this is a case of "You don't know what you got till its gone"
 
I always heard people online talking about how much they hated the pistol in Doom 2016, so I guess this is a case of "You don't know what you got till its gone"

I don't think anyone would miss the pistol if glory kills and blood punch were still viable but both got nerfed so hard the only option for killing weak mobs is to either waste ammo or let them run around and do damage to you until you need to chainsaw them for ammo. Neither option is very good and it's a problem that would be easily solved by having a sidearm.
 
I've been running into this problem with GZDoom and it's driving me up the wall.

I figured I'd start up Plutonia again. I've since warmed up to its brand of cruelty and on a good day it's even fun. I get to Hunted, and I come across this.
GZDoom Screenshot.png


See that warping effect? I have no idea what's going on, but I can't pass it. This warping basically serves as a giant invisible wall. I can't even go down the end of this hall. Thankfully I was still able to beat Hunted, but this isn't the only time this has happened. It's happened before on Scythe, but in that case it rendered the map unplayable because it was right on the level path. This isn't the most recent build (4.4.0, where the current one is 4.5.0) but even so this is extremely annoying and strange that it's even occurring on a semi-current build. I've tampered with the compatibility settings, reloaded the game, toyed around with graphical effects, but it still doesn't fix whatever the hell this is.

I generally go with Crispy Doom for a variety of reasons, and I can add another one that it doesn't bug the fuck out on me.
 
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I always heard people online talking about how much they hated the pistol in Doom 2016, so I guess this is a case of "You don't know what you got till its gone"
I loved it, the simplicity is one of the things I love the most about Doom 2016.

Glory Kills = Restore Ammo and Heath
Chain Saw = save charges for when you are in trouble.
Pistol = if you are in real trouble and need to tickle a demon's balls till they glow for a Glory Kill.
BFG = HOLY FUCK I AM SCREWED BUTTON.

Doom 2016 has

Glory Kills = Give a little bit of health and ammo
Flamethrower = Armor
Ice Grenade = Health
Chainsaw = Ammo AND save 3 charges for problematic demons..except you can't because you need it for Ammo
Sword = Save for Problematic Demons as well as the chainsaw.
Blood Punch = Save for Problematic Demons..as well as one specific demon that requires you to blood punch them, even if it is super janky and doesn't always hit properly, also on higher Difficulties said Demon has a Point Blank Area of Effect attack that will hurt your ass so hit it really fast or freeze it first.
 
That's unpopular? Everyone I've spoken to has said they hate the fact that there's no good way to take down weak mobs without wasting ammo especially since glory kills were nerfed into the ground.
You apparently can dash into a zombie twice and it staggers them (I keep forgetting to test it every time I hear), and I usually just use a couple machine gun, plasma, or chaingun rounds.

I miss melee doing damage, though. It felt great just 2 punching zombies and then glory killing, but that probably would make the game too easy since you could farm blood punches.
 
Watching Hugo's playthrough stream of the final few levels. He opened it with pretty much an entire hour long segment addressing what's been going on. I'll try and summarize the important parts as best I can:

>Appreciates all the feedback, says criticism is valid
>Says they need to focus on Master Level content
>Says Dark Lord fight could have been better. He wanted him to get out of his suit and fight. One of his ideas for the fight was a mech battle where he'd transform into different forms, such as a dragon or some other giant monster. However the reality is that it's a DLC, not a full game and they weren't able to do it due to time and other factors. Says they want to save that kind of stuff for a main game.
>Normal boss fight takes a year to make, Gladiator apparently took 2. But they've gotten faster and more efficient.
>Says some of the encounters in TAG2 could have been refined and had more stuff added to them
>Didn't decrease difficulty to appeal to casuals
>TAG1 was about testing the player, TAG2 was about rewarding the player, a lot of it had to do with the hammer, wanted to improve the pacing from TAG1, thought it was too exhausting, thinks that kind of stuff should be saved for Master Levels
>Future Master Levels will have encounters that test your skill with the hammer
>Hammer may be rebalanced but he doesn't seem sure on that
>Difficulty lowering didn't have anything to do with catering to critics
>Thought some of the encounters in TAG1 were excessive, felt like it was forcing people to use exploits
>...but, he will be reverting most of the changes to TAG1
>The idea was to soften the intro to the DLC, that's where most of the nerfs were
>Stuff like the tentacles hidden in fog will stay cut out
>Holt bridge fight will stay nerfed, since he thinks it exhausted players too much before the Samur fight
>A lot of the nerfs were in response to Steam reviews
>Wants to keep the possessed Baron change because he thinks it was too hard as the first Spirit encounter
>Takes responsibility for the changes and says if people want to blame someone, they should blame him, says he was wrong to make some of the Atlantica changes
>Says base game content + base DLC content should be for all Doom fans
>Says the game setup doesn't allow them to change enemy spawns depending on the difficulty level, but it's something he'd love to do (not sure why this is, sounds like it may be an issue with the code/engine?)
>They've prioritized Master Levels in the next few patches
>Doesn't want to make TAG2 harder but may change some things around
>Overall is complimentary to the community, always taking feedback and working with them
>Will be reverting some of the Arachnotron changes
>Some of the Marauder "changes" are actually bugs
>There was originally a room where there were 4 cursed Prowlers and two Mancubi with a hidden specter Whiplash and 6 blood punch pickups, but it didn't test well and was cut
>Won't be kind when designing the next Master Levels, is saving the hard stuff for them, might have a possessed cursed Prowler

Think that was most of it. You can watch it here, as I said it's basically the first hour.

DOOM Eternal: Hugo Martin's Game Director Playthrough - Ch.10 Urdak + Final Sin

EDIT: Okay so I'll have to check out the full thing tomorrow because apparently there's other interesting tidbits sprinkled throughout. However I did skip to the Khan Maykr fight cuz I wanted to see if he'd address the Mysterious Voice thing, and he did - he says it's "someone greater than or a step beyond Davoth". So they've already retconned him being the first being? :story:
 
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Did they nerf the final encounter on the blood swamp? that would make me try TAG 1 + 2 on Nightmare again.
 
I've been running into this problem with GZDoom and it's driving me up the wall.

I figured I'd start up Plutonia again. I've since warmed up to its brand of cruelty and on a good day it's even fun. I get to Hunted, and I come across this.
View attachment 2029047

See that warping effect? I have no idea what's going on, but I can't pass it. This warping basically serves as a giant invisible wall. I can't even go down the end of this hall. Thankfully I was still able to beat Hunted, but this isn't the only time this has happened. It's happened before on Scythe, but in that case it rendered the map unplayable because it was right on the level path. This isn't the most recent build (4.4.0, where the current one is 4.5.0) but even so this is extremely annoying and strange that it's even occurring on a semi-current build. I've tampered with the compatibility settings, reloaded the game, toyed around with graphical effects, but it still doesn't fix whatever the hell this is.

I generally go with Crispy Doom for a variety of reasons, and I can add another one that it doesn't bug the fuck out on me.
The fuck is that? The Casali brothers did some really neat hacks/tricks when they designed Plutonia, the two main one being invisible floors, and abuse of the hall of mirrors effect. But I don't recall anything in Hunted that used either of those.

That it happened in a supposedly current source port on an IWAD no less is unacceptable.
 
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That it happened in a supposedly current source port on an IWAD no less is unacceptable.
Precisely. The obvious solution would be to upgrade to a later build, but with how long GZDoom has been around, and with how fairly recent the version I'm using is, there's no good reason this should be happening. I can understand minor bugs cropping up, but I can't understand something that outright cripples my ability to play.
 
So now that the Eternal is done aside from master levels, what are everyone’s favorite runes? I’m usually running air control (duh), the speed boost on glory kills that also works off the crucible and chainsaw, and the one that speeds up kills or rechargds equipment. The dlc one is obviously the one that makes weak points explode.
 
So, I'm wondering if anyone here has experience with modding old-school Doom? Not just installing mods and playing them but actually making them? Like, has anyone ever made a custom map or a reskin of a weapon or enemy?
 
So, I'm wondering if anyone here has experience with modding old-school Doom? Not just installing mods and playing them but actually making them? Like, has anyone ever made a custom map or a reskin of a weapon or enemy?
I've dabbled in it here and there, but it's been a while. I once replaced the imps' wandering sound effect. I've switched out the first level music of Doom 2 by naming a file "D_RUNNIN" and dragging/dropping that on GZDoom. Tinkered* with some one-liners in a mod for Batman Doom. Changed values in SLADE.

*"Tinkering" is probably the best way to describe my Doom modding experience.
 
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So, I'm wondering if anyone here has experience with modding old-school Doom? Not just installing mods and playing them but actually making them? Like, has anyone ever made a custom map or a reskin of a weapon or enemy?
Custom maps is very easy. Simply open up Doombuilder (or one of the many, many innumerable map editors for Doom), make your map, save it as MAP01 if for Doom 2, E1M1 otherwise, and you can immediately play it.

Reskin of weapons and enemies are also very easy if you aren't looking to significantly change anything significant (ie. more frames for animation, different response times, etc.) Everything in stored in the primary WAD file (the so-called IWAD). Just replace the appropriate sprites with your WAD Editor of choice. More involved changes will require changes to the binary itself and the use of a binary editor like DeHacked and an understanding of BEX.

Source: Dabbled in the map-making scene circa early 2010s, used some very eccentric editors for myself and made a map or four. Most of which are probably still lying around.

For reference, mods are usually preferred to as PWADs aka patch WADs.
 
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More involved changes will require changes to the binary itself and the use of a binary editor like DeHacked and an understanding of BEX.
I got the impression that you only need to mess with DeHacked and such if you're modding vanilla Doom instead of ZDoom or something. Is that not correct?
 
I got the impression that you only need to mess with DeHacked and such if you're modding vanilla Doom instead of ZDoom or something. Is that not correct?
Aye. However, the scope of changes you can make with DeHacked is quite limited comparatively. There's no reason to limit yourself to vanilla Doom when Boom-compatible source ports exist and are freely available.
 
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So now that the Eternal is done aside from master levels, what are everyone’s favorite runes? I’m usually running air control (duh), the speed boost on glory kills that also works off the crucible and chainsaw, and the one that speeds up kills or rechargds equipment. The dlc one is obviously the one that makes weak points explode.

Same, except I use the faster glory kills one instead of air control.
 
More tidbits from the Hugo stream for those who care:

>All the Samuel Hayden “The longer the Icon is on earth the stronger he’ll become” line repeats were a mistake and he’s actually thought of removing them, but may keep them because of how much of an in-joke it’s become.
>Dark Lord didn’t create Doomguy, he created the Doomslayer. In other words manipulated him into becoming Doomslayer, but didn’t literally create him.
>Dark Lord is a “Primeval” and confirms that something greater made him. So yeah… not the first being. Also, only a Primeval can kill a Primeval.
>Mysterious Voice being changed to Dark Lord was a bug, and unintentional. The voice belongs to “someone beyond, that is overlooking everything”.
>Davoth was in fact the one reading the Slayer’s Testaments in 2016.
>He thinks the multiple Daisies seen throughout the game are hallucinations of Doomguy.
>Confirms the photo in the Fortress of Doom is his wife and kid.
>The huge Maykr in the in Urdak pool is a former Khan.
>In response to a question asking if Davoth is Lucifer and if there is a true god we haven’t seen since Vega isn’t the Father, he said “Yes.”
>About the end of TAG2 and the future of franchise - he just wants to make Doom games forever. “The beast sleeps, he’s not dead. There are more Doom stories to tell. The Doom universe is big.”
>Marauder was the hardest AI to make.
>He called out PC Gamer over clickbaiting about the Marauder :story:
 
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More tidbits from the Hugo stream for those who care:

>All the Samuel Hayden “The longer the Icon is on earth the stronger he’ll become” line repeats were a mistake and he’s actually thought of removing them, but may keep them because of how much of an in-joke it’s become.
>Dark Lord didn’t create Doomguy, he created the Doomslayer. In other words manipulated him into becoming Doomslayer, but didn’t literally create him.
>Dark Lord is a “Primeval” and confirms that something greater made him. So yeah… not the first being. Also, only a Primeval can kill a Primeval.
>Mysterious Voice being changed to Dark Lord was a bug, and unintentional. The voice belongs to “someone beyond, that is overlooking everything”.
>Davoth was in fact the one reading the Slayer’s Testaments in 2016.

You know, a lot of this makes sense. I do think they have a passable story thought out that they want to tell, but a mainline Doom game is just not a good medium for plot beyond sparse dialogue and environmental storytelling. If they want to go heavy on the lore they really should reserve that for a spinoff. Doom Eternal is at its absolute best when it focuses on balls-to-the wall action and leaves most, if not all, story elements decidedly vague. Fleshing that stuff out would work better in some spinoff of a different genre. Shit, hire the dudes who made Jupiter Hell and make a roguelike spinoff. The only reason they didn't release their game as DoomRL was because they didn't have the rights.
 
You know, a lot of this makes sense. I do think they have a passable story thought out that they want to tell, but a mainline Doom game is just not a good medium for plot beyond sparse dialogue and environmental storytelling. If they want to go heavy on the lore they really should reserve that for a spinoff. Doom Eternal is at its absolute best when it focuses on balls-to-the wall action and leaves most, if not all, story elements decidedly vague. Fleshing that stuff out would work better in some spinoff of a different genre. Shit, hire the dudes who made Jupiter Hell and make a roguelike spinoff. The only reason they didn't release their game as DoomRL was because they didn't have the rights.
I'd like to see a squad shooter or something set in Doom similar to Republic Commando. Could be set during the invasion post-2016 with the PC being part of one of Hayden's anti-demon kill squads. I mean, in-universe the Doomslayer is practically worshipped by both man and demon as an avatar of destruction, so it would be nice to play some actual mortal people struggling to fight and survive and then right at the end when shit looks like you're all gonna die horribly he shows up to save the day and we get to see in real-time what it looks like to see him in action. Can you imagine what it must be like to see a normal-ish looking dude just chainsaw a Baron in half before crushing an Imp's skull with one hand? Don't have it be a cutscene or anything dumb like that, just have it be Doomguy doing his thing as you do your damnest to kill something before he kills them all.
 
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