Sorry, not yet. They'll come soon. I'm not much of a screenshotter. I know how to do it... but not sure when and where it should be done.Thorogrimm wrote:Any screenshots?

Sorry, not yet. They'll come soon. I'm not much of a screenshotter. I know how to do it... but not sure when and where it should be done.Thorogrimm wrote:Any screenshots?
Tho this one does not have multiplayer compatibility (for Zandro), sadly.A_D_M_E_R_A_L wrote:This and D4T are the only 2 Doom 16 related mods that I really like
If I might recommend something, maybe screenshots of argent cell / elite guard pickup animations?DoomKrakken wrote:I know how to do it... but not sure when and where it should be done.
That is fully understandable.DoomKrakken wrote:If someone can make the sprites, and make 'em look as good as the angled sprites, I'll probably use 'em....
Sounds fine.Jarewill wrote:If I might recommend something, maybe screenshots of argent cell / elite guard pickup animations?
Get the AutoAutoSave mod by m8f and turn on the automatic screenshot taking feature whenever it autosaves. Select the moments in the options for an autosaves that are most likely to result in cool moments and then just play the game and you'll get a neat collection of best possible screenshots.DoomKrakken wrote:Sorry, not yet. They'll come soon. I'm not much of a screenshotter. I know how to do it... but not sure when and where it should be done.Thorogrimm wrote:Any screenshots?
Spoiler:
Many thanks!X_KRYX wrote:Hey DoomKrakken. Congrats on the Official Release!
I'm just wondering, are there going to be any DOOM Eternal mod after this?
Exactly what process did you use to get to the health values that you did for each monster? Like how did you figure out the 2016 health values for each demon, and then how did you come to the conclusion that each Doom 2 would be need to be reduced to 40% (or whatever each monster needed to be buffed or reduced to?)DoomKrakken wrote:It's not my fault they made the monsters so weaksauce...
I put these in with 40% of the health/damage values seen in the game. Even so, you'll find that the vanilla Imp has 60 health, while the 2016 Imp has 150 health. Reducing that to 40% puts it at 60%, so if I ever decide to make custom monsters to go alongside this mod, the Imp would still have the same amount of health.
In proportion to the Imp, however, many of the other monsters would receive massive buffs. As the Cacodemon from 2016 has 2000 health, if it were programmed in EOA, it'd have 800. Mancubi from 2016 have 2500 health, and Cyber-Mancubi have 3500 health, so they'd have 1000 and 1400 health, respectively. Standard soldiers have 400 health, security has 500, and Hell Razers have 600... so in EOA, they'd have 160, 200, and 240 health, respectively. For the Cyberdemon, it has a whopping 50,500 health, so if programmed in EOA under the same guideline, it'd still have a whopping 20,200 health.
All this to say, I had programmed the damage to fit more in line with stuff we'd find in the original Doom, but still with the more powerful monster counterparts in mind. Do remember you can't carry as much ammo as you could in vanilla Doom, and your weapon mods and upgrades will help you to utilize your munitions more efficiently.