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Posts by BJA

  • LawBreakers

    • BJA
    • June 20, 2016 at 4:56 PM

    This is still supposed to be a free to play game, right?

  • Quake Champions

    • BJA
    • June 17, 2016 at 10:58 PM

    I think a duel mode is kind of confirmed in this interview. At least Tim mentions that all modes from Q3 will be also in Champions.

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  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • BJA
    • June 16, 2016 at 2:37 PM

    Nice updates! Are you still making a space station? looks more and more like a night club/bar/restaurant to me.

  • Doom (4)

    • BJA
    • June 16, 2016 at 2:32 PM
    Quote from FMPONE

    14 hours ago, FMPONE said: Why not Q3Arena with good graphics? :/

    Don't think it makes much sense just improve the visuals, most Q3 players turn off all graphics settings and textures anyway.

  • We Happy Few

    • BJA
    • June 15, 2016 at 6:23 PM

    The second part of that gameplay video was really hard to watch, almost felt like a complete different game.

  • Doom (4)

    • BJA
    • June 15, 2016 at 5:27 PM
    Quote from Sprony

    16 minutes ago, Sprony said: I suppose you can't say anything but it's a hero shooter right?

    Was there ever an official statement that it's a hero shooter? just wondering. I don't know what a hero shooter is anyway.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • BJA
    • June 14, 2016 at 10:38 PM

    Every time around E3 a new "history of HL3" video pops up.

  • Doom (4)

    • BJA
    • May 25, 2016 at 10:46 PM

    Converting Doom4 to Doom1, nice

    http://kotaku.com/modders-are-re…dium=Socialflow

  • TheCastle - E1M1 WIP (Doom 4 Snapmap)

    • BJA
    • May 23, 2016 at 6:19 PM

    Nice!! I was already wondering how long it would take to see some high quality levels done in snapmaps, the first weeks I thought there would be only rooms filled with demons and explosive barrels. I really like what you did with the lighting, ambient vfx and sound, very moody. Layout and combat looks also like a lot of fun.

    Those laser deathtraps you had were cool, would be great to see some areas where you do more than just collect key cards and shoot down enemies.

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • BJA
    • May 19, 2016 at 6:34 PM

    Great material and texture work so far, also like the color theme you're going for. Looking forward to seeing this finished!

  • Doom (4)

    • BJA
    • May 15, 2016 at 11:20 PM
    Quote from dux

    6 hours ago, dux said: //EDIT Nevermind I worked it out, my logic game needs some WD40 on it.

    Also with AI spawn encounters, their teleport effect doesn't always seem to work so you occasionally get monsters just literally pop into existence like magic.

    Oh and why are the controls different playing in snapmap maps? I.E my melee.glory kill key is F in the campaign but in Snapmap maps it's mouse3 or R?

    The Facility voice announcer seems to have a huge delay on the end of her audio files so you can't string any together for a message without a 5 second delay it seems. I.E i have her set to go "Attention! Demonic presence at critical levels. Evacuate Immediately." It takes her about 20 seconds to say all of that as each sentence ending has a massive pause in it. I've tried it with the VEGA speaker to see if I was doing something wrong but he has no delay in any of his sound files and they came out fine and dandy.

    If I remember correctly, there's an entity or option that randomly spawns enemies and items in the level, would have to check where exactly it is.

    Don't know why the controls are different but I'm sure there's a reason for it.

    Quote from Sprony

    1 hour ago, Sprony said: Where are the hell modules in SnapMap?

    coming soon :)

  • Doom (4)

    • BJA
    • May 15, 2016 at 6:35 AM
    Quote from blackdog

    9 hours ago, blackdog said: In the Italian forum they were saying that id devs stated they couldn't finish the game themselves

    What you mean is "ultra nightmare" mode where you have no checkpoints and it takes only one or two hits to die. And once you die you have to start all over again. I tried that mode for a day and could barely finish the first level, it's a lot of fun though. I read somewhere that someone finished the game in ultra nightmare after only two days already, which is insane.

    Quote from dux

    3 hours ago, dux said: @BJA I'm having a lotta fun with Snap Map. Are you clued in enough with it to ask about some problems?

    I haven't really done that much with snapmaps but whenever you have questions or problems don't hesitate to ask me, I can ask around and try to answer them.

  • Doom (4)

    • BJA
    • May 12, 2016 at 10:24 PM

    Guns.

    https://bethesda.net/#en/events/gam…/2016/05/12/124

  • Doom (4)

    • BJA
    • May 11, 2016 at 4:44 PM

    Another video.

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  • Doom (4)

    • BJA
    • May 10, 2016 at 3:56 PM
    Quote from dux

    14 hours ago, dux said: Is the Arch Vile in the game? I can't recall if he has been show or not.

    Yes, you can see him in the launch trailer at 0:50.

  • Doom (4)

    • BJA
    • May 9, 2016 at 11:22 PM

    More concept art release, this time for some of the demons.

    http://mashable.com/2016/05/09/doo…s/#E7vUiyK_Ruq1

  • Doom (4)

    • BJA
    • May 5, 2016 at 6:37 PM

    And here's the launch trailer.


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  • Doom (4)

    • BJA
    • May 4, 2016 at 10:01 PM

    Some more concept art.

    http://www.theverge.com/2016/5/4/11591…ept-art-gallery

  • Doom (4)

    • BJA
    • April 27, 2016 at 6:40 PM

    There's a live stream on twitch showing some more SP stuff today 2 pm EDT at http://www.twitch.tv/bethesda

    [Blocked Image: https://bethesda.net/data/images/event/107/DOOM_Single-Player_730x411.jpg]

  • Doom (4)

    • BJA
    • April 22, 2016 at 9:03 PM

    Some details about available settings for the PC version.

    https://bethesda.net/#en/events/gam…/2016/04/22/113

    Quote

    Quote Our current expected PC advanced settings include:

    Manually Lock Framerate (un-locked by default) Lights Quality Chromatic Aberration Toggle Shading Quality Post Process Quality Particles Quality Game F/X Quality Decal Quality Directional Occlusion Reflections Quality Depth of Field Toggle Decal / Texture Filtering Motion Blur Quality / Toggle Sharpening Amount Lens Flare Toggle Lens Dirt Toggle Texture Atlas Size Show Performance Metrics Resolution Scaling UI Opacity Film Grain Rendering Mode FOV Slider Simple Reticle Show First-person Hands Toggle Use Compute Shaders Vsync (support or triple buffering) [/list]

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