shotfan wrote:I was not saying that 50mm is too big for him, but that there are two weapons chambered in different calibers that use the same ammunition.
Doomguy is so badass that his ammo changes its caliber at will
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Fri Sep 02, 2016 1:27 pm
by enderkevin13
I just wanna say that this mod looks great with bloom enabled! I decided to see if bloom would run well for me with D4D, and it does! Should I make a video showing how it looks?
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Mon Sep 05, 2016 2:38 pm
by DBThanatos
Zanieon wrote:Welp since this is related to Doom 4 i think this is a good place to i post a thing i did which may be useful...
Recently i've been playing with Doom 4 models and since no one found a way to reach the textures inside the MEGATEXTURES™ packages of the game due to encryption i made my own attempts of texturing them, but today i released i sprite version of the Hellknight.
Probably the next one is Baron of Hell and after him i'll probably take Pinky and done.
Holy molly! That's awesome! Dont mind if I do!
The baron would be absolutely beast. Thank you very much for ripping this guy. Im sure that took tons of time.
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 4:52 am
by DBThanatos
So, how would Doom4's intro look if it was made in doom 2?
Something like this!
DISCLAIMER
The music was added in "post-production". The map has no specific music, nor it changes with the fights
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 6:07 am
by Captain J
Looks amazing, perhaps you should consider about to add some informational messages on the map! Then it would be more like tutorial!
And am i seeing the Q4 Rejected stroggs in 0:29? Hmm, i wonder where they come from.
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 7:12 am
by JohnnyTheWolf
At this rate, it looks like you are going to make Doom 2016 completely obsolete!
But for the sake of consistency, those Failed Transfers should be replaced by Tormentor667's Zombie Scientists.
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 7:47 am
by shotfan
How you are able to climb ledges?
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 7:52 am
by Caligari87
shotfan wrote:How you are able to climb ledges?
I was just about to ask that, looks like a new/unreleased feature. I've been wanting mantling to be included for a while now.
Then if we can get some kind of contextual melee / glory kill system (without animation locks!) my life would be complete.
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 8:23 am
by Jeimuzu73
Wait till Kotaku sees those remade levels.
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 9:04 am
by DoomKrakken
WHAT. WAS. THAT?!
THAT WAS AMAZING!
You've started something, and now we must have it! We must all have it! It's possible!
It'd be nice if there were DOOM-styled textures to be used in this Doom map...
Caligari87 wrote:Then if we can get some kind of contextual melee / glory kill system (without animation locks!) my life would be complete.
Define "animation locks"...
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 9:15 am
by Caligari87
In Doom 2016, using the chainsaw or a glory kill briefly locks you into an animation with the victim. In D4D, the chainsaw doesn't lock you up like that, so a glory kill shouldn't either. My thought is to just have a contextual insta-kill melee button that only triggers if the target under your crosshairs is staggered or low health. This would be especially useful for Imps, because they sometimes need more than one shotgun shell, but two is a waste and takes longer, especially if I've already closed in expecting them to die on the first shot.
Re: D4D - v1.01.4 released (Aug 1st)
Posted: Tue Sep 06, 2016 9:18 am
by 4thcharacter
JohnnyTheWolf wrote:At this rate, it looks like you are going to make Doom 2016 completely obsolete!
But for the sake of consistency, those Failed Transfers should be replaced by Tormentor667's Zombie Scientists.