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doom-nerdo-666 6 hours
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I once wrote about how cool the Cyberdemon is and ideas for an "ultimate" battle with him.
Might as well do something similar for the Aranea Imperatrix herself.
Design ideas:
A bit of middleground between the classic and 2016 designs where the legs look "blocky" but still modern/advanced enough in some ways.
Or maybe less blocky/more mobile but low-tech, who knows.
And there could be 8 of them.
The brain could also be "wide enough" like in 2016 and D64's Arachnotrons.
2 cannons: One is under the "base/chassis " like in 2016 and it's the chaingun.
The other is a plasma turret in the front/part of the chassis like the classic.
And the plasma turret looks like it's coming out of a skull thing, like an homage to D3's unused spider demon designs.
Gameplay:
Make her occasionally switch from shooting bullets, plasma and/or the two at the same time.
She could throw those grenades too.
Her electric floor attack could be an area-of-effect thing where it shows up around her and reaches a certain distance.
Second Form:
Her legs and chaingun are destroyed, but the chassis with the plasma gun still remains and she uses some rocket things to fly up.
(copying the Arachnophyte from Realm667/some mods)
In this form, she can uses laser beams like those in D2016 and they even rotate because of a "disc-like" thing from her chassis.
Telekinesis:
An ability where she creates this weird energy field around her.
This makes so any projectile you shoot at her (rocket, plasma orb, grenade etc) gets stuck in said field because it's "grabbing" said projectiles.
And at some point, she uses the telekinesis field to throw said projectiles all at you.
This means if you shoot at her like 5 rockets, she can "grab" them, waits a while and throw them all back at you at once.
And the stage?
Visual homage to E3M8 with some marble and SKINTEK, along with those flesh pillars that grow spikes.
Theme song combines both the E3M8 song and the 2016 SMM boss theme.
What else?
I was wondering if a third form being techless could either reveal tentacles or biological spider legs.
Another thing is abilities to make her more spider-y, like what i wrote about the Arachnopest idea.
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doom-nerdo-666 6 hours
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Just remembered this part from the 2016 Doom art book.
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It made me think if DE didn't have Sentinel Prime or Urdak, it could've also added new planets to explore and even stuff like other corporations and factions, regardless of how exciting or boring it'd be.
Would be an excuse to show off most skins we see in the multiplayer.
But even Eternal's art book had concept art for some knight/more fantasy focused characters that look like they'd be equivalent to mercenaries or bounty hunters.
Reminds me of these planets i once posted. imagine visiting them in a Doom game.
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doom-nerdo-666 2 days
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Speaking of characters or enemies and bosses from other games, that remind me of Doom:
The Crimson King from Midnight Resistance reminds me of the Lost Soul from Doom 3.
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At least because of the tech.
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doom-nerdo-666 2 days
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A tribute to that cool secret PS1 Doom map.
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doom-nerdo-666 2 days
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"The cast (for now). "Call of the Void" is a mod for Quake 2 Remastered, in development by DrugodTV, dangmz6 and 00_Bruni_00."
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doom-nerdo-666 3 days
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big castle. in quake, again.
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doom-nerdo-666 5 days
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Going back to "salvaging" Doom 4 (And how i think it could be done), another important aspect is the marketing.
To get people interested, you can't overdo the "OBJECTIVE: SURVIVE" part that much, even if the game ends up being serious and gritty.
Think of the fun mechanics that it could have and market it as a potential fun sandbox game with taglines like "use your imagination" and give people the idea of potential exploits and weird stuff.
Not in a "you don't need to be a Slayer" part either, because people could get the wrong idea (like insulting the Slayer games) when it's clear this D4 doesn't need to remind you it's different from the Slayer games.
Maybe this could mean "Youtuber/streamer bait" marketing but anything to give people the idea that this gritty game can still be fun.
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doom-nerdo-666 6 days
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2 additions, like i said:
Doom marine's design could be based off the D3 armor in QC.
Probjectile as a weapon.
An ideal Doom 3 follow up/How to "save" Doom 4
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(See this vehicle? Doesn't look bad. I feel like id could've easily used it in any Doom game)
This could mean a lot:
What if Doom 3 had a sequel that was to D3 what Eternal is to 2016? It could have more colors but some aspects would be enhanced.
It'd obviously be the Hell on Earth follow up it never got, since the actual cancelled D4 (The "Call of Doom" one, not the CroTeam version) was something else.
This could also be a way to "justify" D4 but by tweaking/changing some stuff (And the thrown away aspects of that D4 could be reused somewhere else as usual).
If Eternal focused more on the comic book personality and arena aspect of 2016, a follow up to D3 could focus more on the horror and the idea of a slow, tactical horror game but still with enough elements to make it deep, challenging and fun.
It could also be a way to give D3 a "core" because 2016/Eternal have a more blatant "core" in comparison.
And a specific note: Despite the gritty tone and tactical gameplay, the game will still have blatant sci-fi/fantasy elements so it can't suffer from "too much realism" besides the fact that it's a Doom game.
Gameplay
I'd obviously ditch the lantern but only because it was D3's thing.
But i'd still focus on making this game more "tactical" but in a way that's still fun and deep, so my point of reference is the GZDoom mod Hideous Destructor.
The idea being that even if the player is "doomed", they still have enough mechanics to make the game fun and even some "sandbox play" elements to it.
Obviously, picking up health/armor, diverse weapon arsenal and exploration/key and switch hunting would remain but so could reloading (Meanwhile, not sure about Aim Down Sights unless we do it like the Slayer games and make it exclusive to some weapons alt fires).
It could also be an excuse for enemy/weapon/item/etc ideas that could be cool in Doom but not work specifically on the Slayer games.
Basically, some of the ideas in the long Meytr post could work, if you ever felt like checking that whole mess.
(I know there's too many ideas there but trust me, some stuff could work in a slow paced Doom in case it won't in a Slayer format)
An inventory system could be a way to come up with various items to play with and fit the "tactical" aspect.
(And even use inventory stuff from 2016 MP like Kinetic Mines)
I also like to think of a "alt/additional weapon" system: There are more weapons than the base arsenal but they're for a specific slot so you can only have one special weapon at once.
Like for example: Special weapons include a grenade launcher or lightning gun but you can only have one at a time.
But the likes of shotgun, machine gun, Plasma Rifle etc are still the main arsenal as usual.
Also, alt fires should still be here for fun.
Even if there's slow movement, there should still be occasional fast movement moments or fun movement stuff at times.
I'd bring back the Light Amp Visor but make it have a "see some enemies through walls" sort of thing and the Blursphere like Quake's Ring of Shadows (Imagine if D4 even had stealth elements).
I also wrote something about a "buff system" where enemies can get new attacks and "evolve" to stronger variations.
Also, we need good boss fights.
And ALSO: Power ups since they were underused in D3.
AND: Level design features in general since Eternal was notorious for that too (Even if the presentation here is less "Super Mario-ish" but still).
Edit: Also imagine "rescuable NPC's" but in a simple non-annoying way where you see people standing and you teleport them to safety like i wrote here.
Edit 2: What about armor? Why not try armor types that defend against specific damage types like in Unreal and Blood?
The Doom Bible even had concepts of shields related to this.
Edit 3: The Probjectile form the Doom Bible could be used: At first, it shoots a silent dart/needle thing that attaches to an enemy and gives info to the player (Like health, stats etc). It's best used in stealthy/silent approaches. Upgrades could involve like a flying camera based drone analyzing demons from a safe distance. At some point, the camera drone should have an option to self-destruct by exploding, so it can be used in combat too.
Visuals
Eternal was more colorfull than 2016 and went further with cartoonyness and comic book/nerd stuff.
So a D3 sequel could also get more color but add more onto the horrors and gritty aspects of Hell invading humanity.
Not something on the same level as Madmind Studio's Agony game but something that means "shit just got real" while still being "cool".
The Earth soldiers should look like actual UAC soldiers (Even with new designs) meaning any generic military design might as well be "the resistance" at best and not the main army you mostly encounter/interact with/see in the game.
Because there is concept art of a potential protagonist of the game that looked like a generic COD protagonist when the marines in Doom are either green sci-fi security guards or sci-fi knights as set by the Slayer games.
(And then there's the D2/PS1 cover look which is still different and barely sci-fi but suits the 90's attitude)
Maybe some designs actually made for D4.10 could be used but i'd want demons to be very creative or surreal, so of course i never shut up about DeimosRemus (Because there's other great artists worth mentioning, in terms of Doom demon redesigns).
(And maybe explore other cases of concept art, unused ideas or cut content in the series in general like D3/RoE's unused stuff or even out of 2016/Eternal or D64)
Maybe you can make some demon designs as seperate species or subvariations like if Wayne Barlowe's Pinkies were actually a different species from what a different kind of Pinky could be in this game.
But think of how surreal and varied Doom's demons and Hellish environments could be.
Edit 3: Doom marine's design: Use the D3 armor form Quake Champions but edit it with new features to make it more distinct from the original D3 armor (Since this armor itself already has some differences).
And therefore, have player skin options like a "more faithfull" rendition of the D3 armor and adding/removing helmet.
Level design
Something not officialy done in Doom yet is Hexen/Turok/Exhumed style level design/progression where there's backtracking and an idea of areas/levels being connected (Even if portals are used).
For Hell on Earth, think of actual places like types (Malls, cities, hospitals, farms) or countries (USA, France, Italy, Australia, Japan, Brasil) to visit as if Doom took notes from Duke Nukem or Shadow Warrior.
And said Earth locations would show a Doom touch like occasional UAC tech/bases or the creative surreal ways that Hell can corrupt a place.
Hell would be surreal and have a variety of elements (As if exploring what was set by the classic games and going further).
Hell surrealism isn't just creative environments for visuals but also gameplay like traps and puzzles as usual (And some new level design features/elements).
What else? I dunno, maybe some space station/ship since that was in concept art material.
Maybe also give this D4 its own version of Heaven: Make it that it was invaded by Hell and there's even poor angels being tortured by demons.
Story
It could be a sequel to D3 and have the D3 marine.
Maybe there could be some plot about him being a bit traumatized by the events of D3 and even having some physical damage (To justify the probably slow movement).
Perhaps an issue here is if we have to address the Doom 3 novels because i heard they got stuff like Earth's ice caps being gone: And what if we want to do creative ice levels?
Would we pretend Hell absorbed or copied Antartica? Or use time travel?
Or that the UAC recovered them with weird tech?
Meanwhile, the Icon of Sin becomes a giant "object" acting as Doom's equivalent to AM from "I Have No Mouth And I Must Scream".
Like an evil demonic computer that uses magic trick to mess with the player.
And he even shows up on screens and portals like Hexen's Korax just to mock the player further.
Music?
I guess some of the unused tracks (Probably composed by Mick Gordon) could be used (Not if this game was real after what id did to him) but there's also other tracks that felt a bit "Hollywood".
Though Doom music can't just be 100% metal because we always had other genres.
I guess there's probably more i could add.
The main idea is that the game would still have a "sandboxy" appeal to it, where you get the feeling there's a lot of mechanics and features but enough for the sake of fun.
Because unlike in 2016/Eternal, i'm not sure if i'd do some sort of complex upgrade tree system.
But if the Slayer games are about fast action and "ripping and tearing", this D3 sequel idea would be about being more "tactical" and still make it feel like a fun sandbox instead of a "chore"
As for story, i guess it's a matter of trying to follow the D3 universe and make it separate from Eternal/16 but i'd like to try a presentation like comic book style cutscenes to make it cool.
It could also be another way to just add new ideas to the series, which is why i bring up that Meytr post at times.
Also, 2 posts worth checking:
Horror does have a place in Doom.
An ideal D3 re-release.
Feel free to tell me what you think of this post and what ideas you'd like to see in a potential "Doom 4".
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doom-nerdo-666 7 days
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I kinda want to articulate why the D3 armor in QC feels weird to me.
A lot of these "throwback" armors do have differences to their actual designs, even the D2/64 ones in Eternal (Obviously because inconsistencies in designs aren't new to Doom but D3 was a game with more elaborate 3D models compared to others with sprites, few promo art and even low poly models like Q3A).
But D3 feels weird and i think it's because D3 had a specific art direction while in QC, it comes off as making it adhere to some of 2016's art style elements.
Maybe that's way: It's not just the looks themselves but it reminds me of a mindset that comes off as "fixing D3 means making it adhere to 2016/Eternal".
When in reality it should mean "making D3 a better D3 or at least make it respect/handle itself a bit better while being its own thing".
Because anyone who already dislikes D3 and prefers 2016/Eternal could just keep with those and get more of them.
D3 is its own flavor and it also comes off as misunderstood even by itself.
I keep saying D3 and "Slayer games" are like 2 sides of the Doom coin or seperate, opposite branches in the "Doom tree".
But maybe that mindset requires to admit "here's how 2016/Eternal still differ from old Doom" when some people prefer to think of them as being closer to the originals (Part of why i like that MatthewMatosis went "it's not like the classics but that's okay, they're still good and the old ones still get stuff").
If anything, admitting that modern Doom differs from old Doom can lead to so much more:
On one hand, finding many ways to explore classic Doom like how to better translate Doomguy's face to 3D.
But also, welcome newer, even if riskier things that could suit Doom in a way despite being alienating at first (Even if a boundry could be drawn like "don't turn demons into aliens").
Part of why 2016 and Eternal shouldn't be seen as "remakes" of D1 and 2 because they're clearly their own games (and also, D1/2 don't need "remakes" but you could have modern games with their own material that just vaguely parallel them?).
At the very least, this "D3 armor" being different could be seen as a "variation" of the D3 armor like how Eternal has a different take on the Praetor suit.
So imagine if a "Doom 3 sequel" had a design like the QC D3 armor but different/new enough while a "true" D3 armor is an unlockable skin (Plus, helmet on/off option).
Looking back, even MetaDoom uses this design and that's the mod i hype up as "ultimate Doom tribute, not even id themselves could do stuff like this".
And again, D3 fixing could mean a lot:
A proper re-release that does what BFG Edition and others should've done instead.
Maybe one more expansion that just tweaks the gameplay a bit (while leaving some flaws in base game but with settings/options) and does specific stuff like using the obscure power ups.
Its own "Hell on Earth" follow up that the D4 project should've been.
Anything but a "remake", because "remaking" D3 could lead to what i fear would happen like "making it for people that already dislike D3's concept alone".
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doom-nerdo-666 7 days
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I should edit that "ideal Doom 4" post to add these 2 ideas:
The Probjectile from the Doom Bible.
Doom marine's main design could be based off the D3 skin in QC but more different (Be to the D3 design what Eternal armor is to 2016 armor) and have a "more faithfull" D3 armor skin avaible (Because the QC take on D3 has differences).
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doom-nerdo-666 7 days
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Everyone knows about Blood's train level but i wonder about other build games and vehicle focused levels.
I think Duke: Life's a Beach had a ship based level and one of Shadow Warrior's expansions had a plane level.
The plane level is in Wanton Destruction and even had that wind effect.
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doom-nerdo-666 7 days
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Start of my first Quake singleplayer map
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doom-nerdo-666 7 days
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Quake 2 Combat Jam 1 Released
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doom-nerdo-666 7 days
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"Getting close to releasing Rankin for Quake2 Rerelease so thought I'd show some close to final shots of the thing for screenshotsaturday"
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doom-nerdo-666 8 days
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One of 2016's unused Caco designs shows the eye inside the mouth.
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And I just remembered how 2016 MP makes the playable Caco have the view from the inside of its mouth.
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(taken from CressofLight on YT)
These 2 ideas could've been a genius mix, because they clearly complement each other.
Reminds me of the connection between that unused Caco attack and the tongue attack in 2016 MP.
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doom-nerdo-666 9 days
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Only now i heard of KLOINKS!
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doom-nerdo-666 9 days
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Daily Challenge 2024, Day 16. This is my 3D sculpture of a Cacodemon from "Doom".
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