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Everything posted by Job
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Update from id Software (Invasion on hold; official Horde mode in the works)
Job replied to chemo's topic in Doom Eternal
I'm ready. -
Just a hunch, I suppose?
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The Mancubus. It makes a great turret enemy and also works well as an obstacle for progression. Very underutilized due to its radius, though.
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I prefer to get 80% of all kills with infighting and environmental obstacles (barrels, crushers. Generally, I use my weapons as little as possible. In some ways, it makes the game more challenging.
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Would DE have been better without reactionary enemies?
Job replied to Potatoguy's topic in Doom Eternal
I don't mind reactionary enemies, as long as the window is reasonable. Problem is, you're always reacting, so by the time you've finished dealing with other enemies, you'll see that window open and close out of the corner of your periphery. Annoying. -
I thought that this game was supposed to be skill-based...
Job replied to scalliano's topic in Doom Eternal
The only way it'd be better is if it was an Armored Possessed Cursed Prowler. Same technique to dispatch it, except you have timed, regenerative armor to get through first, like the Armored BoH. Anything less than this is a compromise, id. -
I thought that this game was supposed to be skill-based...
Job replied to scalliano's topic in Doom Eternal
What we really need is a Possessed Cursed Prowler. First, you need a Blood Punch to get the spirit out, then you have to microwave it, then use another blood punch to actually kill the Cursed Prowler. Are you listening, id? Make it so, unleash the suffering. -
I thought that this game was supposed to be skill-based...
Job replied to scalliano's topic in Doom Eternal
Breaking rules, breaking established expectations via loopholes just to artificially increase challenge reminds me of the advent of mappers placing an archvile in a hidden monster closet with a clear line of sight. It's not fun, it's not challenging, it's lazy development and just irritating. -
Did the Slayer become Doomguy again? [Spoilers]
Job replied to Duke of Pathoris's topic in Doom Eternal
Do Slayers Dream of Electric Demons? -
Why did the people of Jekkad suffer from mortality? TAG1 vs. TAG2 lore (spoilers).
Job replied to igg's topic in Doom Eternal
Because they touch themselves at night. That's as plausible as anything, given the retcon soup we were served. -
The Ancient Gods 2 - Impressions and Story Spoilers
Job replied to AtimZarr1's topic in Doom Eternal
I'm disappointed by the Dark Lord boss. When we got the clues about his identity in the first DLC, I imagined it would be something cool, like fighting the doppelganger boss in SotN, for those if you who recall that. The boss we actually got was a total cop-out. Big missed opportunity. Though the same could be said of all religions the mangled lore. -
Sprawl - retro style FPS inspired by Ghost in the Shell and Neuromancer running on Unreal Engine
Job replied to Slipgate Tourist's topic in Everything Else
Looks like it already delivers better than 2077. -
Corporations always put profit first and foremost. The customers, community, IP history and legacy only have value insofar as they generate more profit. You're deluding yourself if you believe otherwise. Romero is one of the last active OGs from a time when things weren't quite so black and white. He was also an original founder at id and certainly a maverick in his own right. However you look at it, his continued contributions to Doom irrefutably affirm that.
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I understand his reasoning for not continuing to release these materials. Now, if they were to be leaked, well, those things happen. *wink* The presumed behavior by id towards JR's releases is kind of like a kid whose friend found an old toy he forgot about. The kid doesn't care about it until someone else shows interest in it. You know they don't care about it because one of the wheels is busted off and was cast away like trash.
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Nah, we just need a Marauder who is equipped with a chainsaw instead of an Argent sword, and yes it's a one hit kill (or quick time event for a chance to lose only 50% health and armor). And his dog companion can bite and hold onto you, reducing your movement speed. Possibly equipped with an "ice belch." I can see the busted controllers now... 🤔
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What if, instead of scorch decals, fireballs left FIREBLU marks on the walls? That would be pretty cool.
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Nah, just half awake after midnight taking a leak.
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What does everyone listen to while making wads/playing doom?
Job replied to Retro Dino's topic in Doom General Discussion
PSX Doom and Final Doom tracks. -
O/T: That makes me think about a demon with an ice bomb-type ability (slow down). And the only way to avoid the full duration of the effect is to use your flame belch, or wait for the cooldown on it, then use it.
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Actually, there's always one secret. The addiction to Doom.
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People Who Make Challenging Levels - Does Testing Ever Wear You Out?
Job replied to whybmonotacrab's topic in Doom General Discussion
My maps are usually a brutal grind. Secrets are rare, while ammo and health pick ups allow only +/- 5% room for error. Explosive barrel use is necessary. RNG will make or break your playthough. Absolutely punishing. I don't even think most people like maps like that. So yes, testing can become tedious. -
I bought a PS4 just to play Bloodborne. No regrets on that.
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I feel it'd be interesting to see if some challenging maps can be ported over as a technical exercise. For example, Go 2 It, Odyssey of Noises, simplified D64 levels, etc. I think @CacodemonTube had ported over a couple of the larger Doom 2 levels as well as a fairly sprawling custom level.
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@Roebloz, I don't have any technical requests at this time, but I'd welcome more conversion and playthoughs of levels in SNES Doom, or even technical showpieces.
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I could watch SNES Doom port demos all day.