#dusk-duskworld-dungeonsofdusk
6 messages · Page 245 of 1
ummm play through Quakespasm?
unless you can help me get it working
Regular arcane dimensions or AD_Sepulcher?
Cause regular ran in dark places no problem
Sepulcher needed the included heavily modified Quakespasm to run
@winged otter heh, the guy who started that thread (hardcore_gamer) is notorious in the community for being a clueless dumb-butt (though he posts on doomworld mostly). He made basically the same thread on doomworld way back and got called out on it. :P
Is that the guy you completely destroyed a few months ago?
The dude who doesn't even know how Doom works
If it's the same guy, he's given us a boost in sales funny enough
Same guy :p
Poetic justice
His latest thread on DW is "how do I make maps harder without adding more monsters", followed by him immediately rejecting all suggestions with "that's bullshit difficulty" :p
I don't even think he maps
And np if that helped, heh :p
The post, for posterity: https://www.doomworld.com/forum/topic/98767-why-does-everybody-misinterpret-what-old-school-fps-games-like-doom-are/?page=2&tab=comments#comment-1837359
It's not about special effects, and it's not about polycount. It's about models looking like they were created by inexperienced artists.
Which i...
Uh, let it be known that discord's embed is quoting not-me. :P
Wow man just read your response to that thread and I couldn't have said why dusk is my fav fps better.
Because old school apparently is the new excuse to not put effort in making the graphics worth looking at.
Yeha man fuck those small devs for not having AAA assets
Man this thread was a great read
"I think we've seen enough." really summed it up
Minecraft graphics
the tendency for people--even retro FPS vets who should know better--to equate geometric detail with level design (and ignore other elements like flow, interconnectivity, etc) makes it very difficult to gauge whether complaints about Dusk's level design are valid or are just people expecting everything to look like Arcane Dimensions.
FWIW, complaints I see in the wild are always the latter
Yeah, most of what I see fits that bill
Arcane Dimensions was done by multiple map making veterans as well
Yeah that's the thing that a lot of consumers ignore, and tbh they aren't unjustified in doing so. Players care about results, not what went into getting those results. But yeah, AD is a mass undertaking by super vets, whereas Dusk is and always has been a passion project by me, a guy who has never mapped before. I was just blessed to get New Blood's backing in that endeavor.
The OP of that ZDoom thread admitted to playing only two levels of DUSK then stopping, so his opinion isn't grounded anyway :p
Oh yea
News flash half of Doom 2 is fucking garbage (imo)
Judging a game without having played it is annoying
Classic FPS games weren't without their own issues
I will always see dusk as "guy who has never mapped before studies mapping and figures out how it works and kills it" :p
I despise chaingunners
(that's 'kills it' in the positive sense ofc)
@prisma kestrel yeah I guess this is the danger of doing it as a through-designed experience. The first stuff the player sees is of course the least polished. The gamble was that it would still hook them, and would have plenty of room to grow after that point
heh thanks :)
But yeah I've noticed that people who drop Dusk after an hour or so seem to think the first few levels are representative of the entire experience, and assume it's never going to grow beyond that point
but second level is fucking great
HD Re-release of Dusk after it's complete. Double the polygons per model and maps done in reverse order so episode 3 is the least polished
imo
The models don't actually look any different
lol
TBH I feel like folks who drop it early probably wouldn't have enjoyed it much had they stuck it out; it's more a case of them then trying to grasp for Reasons The Game Is Bad that are demonstrably incorrect (...in the later maps)
@prisma kestrel could be right yeah
that zdoom/dw thread starter explicitly listed "too linear" as a complaint, which isn't right :P
you could get that impression i guess if you play head cheese, find zero secrets, and quit
and then assume the rest of the game follows suit :P
Wat
It'll be nice to have a game that actually has a reason to play the later bits, with level design
anyhow, i dunno, just doing my usual defense-of-whatever
hope this is at least encouraging to davidperson; it sucks hearing this kind of thing, heh
but rest assured that one dude's a certified fringe loony :P
lol even making it to e1m3 that complaint is invalid
yeah even e1m2. With the optional farmhouse and interlocking secrets and stuff
I mean the only issue I have with dusks level design is the bits where you get stuck on the geometry like the tunnel in e1m3. But I blame that more on the engine and physics.
eventually you hit e1m5 and it's all "yeah, nah" :P
@woeful sonnet yeah there are a few physics/collision quirks that I don't have a good way of fixing unfortunately
I mean if we really wanna be technical here it is linear in the sense that there is a start, an end and a general order of items or things you need to do to reach it, but thats true of any old school fps.
heh, i'm so used to "physics jank" I dunno if I'd notice :P
Its just a tad annoying not really a problem.
It and ion maiden are strangling eachother as my favorite game, cant decide which.
also fwiw there some AD levels that are really bad levels
visually cool
but bad levels
Agreed
example?
Just wanna say that the Escher labs are cool
re: AD maps -- I really didn't like Obsessive Brick Disorder; bunch of monotextured nothing
there's a few others in the set too that I was rather nonplussed with, though TBH most of them (sans OBD) were "okay" at worst
and the good ones are holy-shit-amazing
You know, after having played a fuckton of other fps spartans are really not that badass
It'd probably be a pretty big undertaking to convert the levels but I think the hard stick on walkable geometry could be fixed by breaking everything up into walls and floor and using physics materials to slide down things easier
Little to no humor, slow af, die instantly from either a hit in the ass or a rocket, and cannot fucc
Can even break into corners and stuff giving them their own in between friction value
Don't know how Dusk is set up just speculating, but the sticking part is usually from two objects using a physics material with a friction of 1
Yeah, I'm trying hard to think but it's as close to a fix that I can think of
I wish that if you rivet jump on a wall it will actually fucking boost you upward, same with detonating a mortar shell midar under your feet
That does happen though
Yeah but only a bit
Nah you can get some pretty massive height
Im talking only a wall tho
Once I learned proper rivet jumps I could scale the wall in e1m8 in like 3 seconds and 4 jumps
:^)
Unlike amid evil
Where you planet jump on a wall and it will actually do something like quake and tf2
Go look up a speedrun with rivet jumps in them, you'll see specifically what you asked to happen, happen in those runs
Even still, detonating a mortar shell midair under your feet wont do fuck
It will if you learn where your pill hitbox is and have a good sense of where your mortar is, pretty sure I've tested with that
I have and it still does just a little hop midair
its difficult to get right
but it can be done
its a small range, i believe between .4 and .6 that you have for any explosives jump
the mortars work exactly the same as gascans and rivets
its very easy to get .4 and get practically nothing
.4 is baseline explosives impulse
Is that multiplied by some factor? Seems like a low number to use
Playing E2M1 and is there a reason that when using the climbing gear you get stuck on some edges?
the climbing gear is just a little janky :P
Seems like it. Sometimes it after getting stuck on the edge, it decides to launch you to the moon
and yeah theres some multiplication in there, but you have to remember that dusk/unity units are WAY bigger than quake units
Yeah I'm familiar with unity numbers
I mean i have extensively practiced this and it aint like demomans midair stickeys
Something in the hundreds range usually felt like it was good for add force
no its nothing like midair stickies
but you absolutely can get the same height as rivet jumps
because its literally the same explosion
I prefer not only height but midar speed too
I don't think that speed transfers into your base movement speed
Like you can't get up to max hupping speed with explosions, you still have to do the 4 jumps
Guess i just prefer soyrce physics
yeah which is totally understandable
Source*
Dusk is still fun but its even more fun detonating a stickey under thy feet and getting a major boost
Doesnt make sense i know
I wish tf2 had a singleplayer like dusk
because it gave you a whacky stupid amount of speed
Where you play as a civillian
And all the mercenaries or on vacation and youre stucc fighting robots
the timing on a perfect mortar jump is wayyyy too difficult comparatively
I loved the leapfrog rocket jump in tf2
you can get huge height but youre looking at basically single frame precision
Speed pogoing in tf2 was so fun
Same with amid evil
Which i wish had a mortar type weapon
Pogoing in dusk feels a bit off but still p fun
just do it at bhop threshold
thats the important part
if you arent at bhop threshold it isnt great
the speed falloff is high
Pogoing?
chaining rocket jumps downward so you dont hit the ground
Ah
like a pogo stick
And get massive speed in the process
well, the speed is optional
so you spent ages practicing pogoing
Question: I play quake live only with nightmare bots but win every time, am i good at quake
bots will never ever prepare you for a player
Whats up with the fourth door on E1M7. Trying to no_clip through reality
Like legit asking
I mean its nightmare bots tho
but the problem is quake is very much about being in your opponents head
its a very human game
a bot will never really outsmart you, or catch you by surprise, because it always plays optimally
Hmm
and if you play under the assumption it will always make good decisions, you will know what its going to do
however humans constantly make awful decisions
and will catch you off guard because of it
eventually you'll be able to use your psychic abilities to predict where your enemy is coming from and launch a rocket just in time to the place he'll be 5 seconds from now
Weeell at least i know im good at tf2
✨ 👁 ✨
Not to stroke myself dry here
^
Is a happy feel-good game
Bots in quake are alright for getting a feel for the game
But yeah they play too well lol
Same thing with fighting games
The little secret with demoknight is that he is actually as much a coward as spy is, you sneak up on the weakest dude there, kill him and dip
har har har
Yeah TF2 was always a fun one, put about 5000 hours into through rocket jumping and 6's
I have over 1700 hrs
I too played cevo :)
Shame considering i started in 2014
good times
Played with a team that eventually went invite but dsl internet held my ping back too much to make it past im
r i p
I have 2000 hours and maybe 90% of them are before 2013
yeah all of mine are like 2007-2008
Im good at the game but neverplayed any other type of comp beside highlander
Have 5000 across 3 accounts and 99% is before 2012
highlander was invented liek around the time i quit lol
HL was kinda baby shit lol
Highlander unlike sixes is fun af
Thought it was dumb and has much less strategy to be had
sixes, or like real men played, SEVENS, was fun
Sevens, havent heard that in a while
back when sandman stunned through ubers

I was kind of disappointed with dusk, I'm not exactly stoked for ep 3, is amid evil any better
And maybe that's cause amid evil is the newer one
when I played dusk for the first time I just couldn't stop
i like dusk more its just i have played the levels so mch they are stale
Dusk or AE? why not both!
I prefer dusk to ae, ae is fine.... But that's about it for me.
@thin sphinx same for me, though I stopped playing for awhile and I'm coming back to it again now.
i'm really liking both of them but I also prefer DUSK to AE, i just straight up prefer guns over high fantasy, but it's still a great game regardless, both of them are :)
The level design is my greater issue with ae, its often painfully straightforward, and i felt the layouts just got bigger not more complex and harder to navigate.
I personally had a doozy of a time figuring out where to go
also actually almost prefer giant levels like some of the ones in ae, E3M3 coming to mind right now, in awe at the size of it
yeah it's pretty linear but there are still multiple paths to take, going up the side of the temple with planet jumps is my favorite
Honestly, ep3 is a bit more linear than eps 1-2
but that is not an issue or a flaw anyway
@vale oar see thats my issue, most of them despite you technically not being set on a straight path guide you through themselves in such a way that feels linear. Episode 1 started to break away from this. Its just something im not a fan of. It means my focus has to be dragged from the layouts to the combat which in my opinion just feels fine. Again as I've said amid evil is a great game, I just don't enjoy it that much.
I like level design that forces me to explore a bit. Like e1m5 e1ms e1m9, e2m6 and many more from dusk, (those are just what popped into my head)
For me, a perfect "exploring-like" level will always be Refueling Base from Doom 2
imo
it is great
HoW aM i StiLL a RaT
No idea
Spam here a little bit
lol
thats a good trade
But yeah, I really really really want to love amid evil but I just cant bring myself to do it.
(that was a joke)
@woeful sonnet Maybe Eps 4-7 will do some magic for ya:)
that one with reapers looks cool
Well my sights are set on all 3 games - Dusk, AE and IM, looks like I've been too "hungry" for such kinda games
SUCK kinda lol
goddamit
Yeah i didnt mention im because it hadnt been in discussion but yeah.
Speaking of non-linear levels, imo it is IM which gets it all
Maybe it is too early to say that
but man
...
ep3 is just gonna be dead meat as far as the eye can see
Agreed it is bliss
really like dusk and ae but ion maiden doesnt look interesting to me at all, something about that doom look
sure i guess you can say it looks like that too
Kinda but dusk has been in discussion so 😋
Yeeeah okay:))
IMs fun is like 40% references
But yeah due to general discussion itd probably fit better in gaming
Cannot agree upon that dude
Yeah I CAN agree the enemy variety is still a bit lame (biggest issue for me now), but the game itself is HOT
Blood is my favorite fps from the 90s and it feels like a solid evolution of blood to me so
"Dusk is the Blood 2 gamers wanted" - Some full release review, probably
Sooo...
@summer reef i mean its kinda true
I try blood and after like ep 2 it just dies for me but I love DN
Lets move this to gaming 😂
lol yeah
Dusk is Dusk mah dudes, crafted together by a maestro of mapmaking and artistic vision... Jank for jank's sake, border forest that REFUSES to try and convince you it is anything but... Inspired by classics and Chasm?.... Dusk is a movement, a magical piece in a revolution and return to amazing gameplay... And an inspiration to old guys like me to resurrect TCs from 20 years ago because dangit... They are fun... Thank you Dusk, for being. You do you, Dave.. you do you.
You forget Big John
I still love how people have recently been complaining that Dusk looks too low-poly or that it has level geometry that's too simple.
Where have you been for the last year?
So one time I heard someone say (and I have no idea who it was) something along the lines of "players are never wrong about what they feel, but they are often wrong about why they feel that way." That's stuck with me, and a lot of the time it's true. Like in this case, many complaints about Dusk's visuals say things like "it's way blockier than the games it emulates" etc, which is... frankly not true. At least as far as polycount etc. What they're actually seeing is me not being experienced enough as a modeler or texture artist to make assets that cover over that polycount as well as Quake/Half-life/etc
That and I think people assume Dusk is intended to look EXACTLY like Quake, which wasn't the intent. It's most similar to Quake, but I was taking cues from all sorts of games pre-Quake and post-Quake. In hindsight maybe this was a bad idea. Heck, in hindsight aiming for visual authenticity rather than "it's like you remember" was probably a bad idea.
But I've been in love with mid-late 90s visuals since I was a young teenager and kind of went nuts emulating all the stuff I'd wanted to emulate for years.
well... this is giving them the benefit of the doubt that they've actually played those old titles in recent memory, or at all :P
youtube comments on NB games make me lose faith in humanity
fortunately i can just play dusk to regain that
and not just loaded up ad sepulcher and assumed that's what Quake looked like
funny enough dusk was what actually made me go back and play games like quake and stuff haha
(hint: it didn't. Play ep4 and try telling me Dusk is blocky and bland compared to Quake :3)
i'm screenshotting that cat face david
I mean, honestly, Quake was already really top of the pile when it comes to looking really good
Looking 'a bit worse than quake' still puts it at 'better than most of the games from back then'
better than chasm 😉
ehhhh, I would say Chasm's assets were better than Quake
it just had a super limited engine
its texture work is really good
chasm had 3d chairs. 10/10
Quake's modelling and animation is pretty nice in some areas.
The UV mapping though just makes me want to scream, even if it came from technical limitations.
Its assets, maybe, but most of its level designs look really bland
and simple
Quake used its assets really damn well
i mean, people shit on Dusk's modelling but honestly I can picture the leathernecks and cultists clearly in my mind. how many strogg from Quake 2 can you picture perfectly without having played the game recently?
I can picture them just fine
at least ep's 1-3 did, ep4 has always been jank tbh
I actually like Quake 2 though
@rare musk right, that's because Chasm's engine is weird and really limited
literally couldn't do verticality :P
for me, I remember elements, but piecing them together becomes a blur
Dusk's enemies are simple and memorable just like the best of doom and quake's enemies
Well, that wouldn't help
Seriously though, the UV mapping in Quake is just, horrid in a lot of areas.
I probably should play chasm at some point
I like me some jank
@sly path heh I actually studied Quake models to figure out a workflow to emulate that
I do appreciate the technical aspects of Quake though, and the jank of the vertex animations.
In hindsight it seems like most retro FPS fans aren't as attached to retro VISUALS as I am
that's because most "retro FPS fans" probably played Doom 2016 followed by Brutal Doom and suddenly considered them experts on the sub-genre
harsh
Despite being blocky and non interpolated, there's a nice charm to the singular mesh models and animations.
but you know it's true
Or, again, been following the quake mapping scene for two decades and is used to all the heights it's reached
the /vr/ people probably like Dusk and AE when they're not ragging on them endlessly
like most old games on there
yeah I turn off animation interpolation in every Quake port I've used
I like the jerky animations :P
The interpolation just destroys the artistry anyway.
me too
it kinda destroys the animation pace and energy for sure
hate watching the muzzle flash zoop through the model
I just hate the distortion that re interpolating vertex animations often has.
off-topic as fuck but that one new throwback game in development (wrath?) looks seriously awesome. I love AE and Dusk but that guy's created the coolest retro FPS style yet imo
the one with the triple shotgun
i'm glad he shifted from sprites to 3d models. the 3d models carried more weight imo
I do admit I kinda want to see an FPS game that's got a really happy tone juxtaposed with horrible horrible violence.
that would be really cool, but too disturbing for most audiences
i'm picturing those shootout scenes from kickass 1 when you say that
just with trippy visuals
I'm kinda picturing like, a 1940s-60s cartoon, just with more blood.
I feel like Happy Tree Friends wore out the happy/gory thing a long time ago.
Also Conker.
where is #gambling
destroy windows
move box to destroyed window
jump in, no yellow key needed to get in the chapel
I feel like yellow key areas are all enterable without the key
a lot of keys are skippable in the game lol
Unintentional Feature(tm)
(a bunch of us Doom mapper geeks refer to that as "Leave It In")
A wonderful approach
Bethesda also has that approach
A lot of games should approach mapping in the sense of they can follow the story closely or try to do something clever
Aka like break windows and hop in, glitch inside, or just get the key like normal

Hey @thorn trout I know you as the dev who cares way too much about useless features so why aren't there any lampshades or lightswitches in either E1M2 or E1M7? (Also speaking of useless features I want the sword's charged attack to be able to break cracked walls)

Give me big box or give me death.
66.6 $
On a serious note, is there a place to listen to all of the level tracks?
Yeah, ripping the game files.
Looking to listen to dead of night, and I can't find it on YouTube anymore.
I'm not one who usually gravitates towards game soundtracks for recreational listening, but holy fuck, that track is great.
I'm actually listening to Hand Cannon for the billionth time at the moment
I tend to listen to game soundtracks as much as I listen to just regular music
The only game tracks I've listened to are a few from Twisted Metal 1. That had some great heavy metal tracks composed for it. Andrew shows that same level of quality in his own work.
Welp. It's almost 5AM. I'm passing out.
i play handcannon in clone hero 
someone mapped that?
yeah
is it not shit?
i mean, besides being relatively easy, no
DM chart pls
Huh just checked out clone hero looks cool I'm gonna give it a go
it's the tits
it's the best GH sim out there these days
since phase shift stopped getting updates years ago and GH3 customs are all over the place
i haven't played it much though since my guitar controller overstrums 😦
gotta get a new one somewhere
Good thing I kept a guitar 👍
YUP
Nice!
is this seriously a nod to E1M2 of Doom I
Yuppo
I found it in the DUSK files
huh
I didnt know you could get over that gate at the end of E1M2 in Dusk
I got over it by having some crazy momentum after going up the ladder
Really good timing too as I was kind of pitching the game to my friends, spreading the word of DUSK
did they Rike it?
@delicate cairn That was indeed used as a loading screen at one point lol
will no doubt be modded back into the game by some one after dawn is out
@opal plover lightswitches and the like were planned, and of course can be seen in the pre alpha, but I ended up cutting them because they caused performance issues and created some problems for me when making/lighting the levels, and very few people noticed and used them anyway.
Yeah I would have liked to have them but it wasn't practical unfortunately.
Smh devs, you're lucky we'll get the modding tools, can't belive the players will have to put in the features that actually matter.
$20 on steam workshop
well, now that we have vastly improved lightmapping technology thanks to zombie
possibly
we wont have to use direct lights for the light switches
and can instead prebake lit rooms
and swap them on switch
I mean we could do that but I'm not even sure what a good workflow would be for that
there isnt one
lmao
one potential hacky way of doing it would be to calculate "additive" lightmaps for each light
when they get switched on or off you merge the lightmap with the additive maps for all active lights
and set the lightmaps to that
Oh speaking of, Zombie will those alpha switches (the yellow ones that look vaguely like mousetraps) be in the mapping tools?
I don't even know if those are still in the project files
I may have to rip them from the alpha builds
but there's nothing stopping you from ripping them yourself as well
since ultimately they're just textures
in a freely available build
Yeah, I just really want the mappers to have as access to as many assets as possible.
basically whatever I can find I'll shove in there
Pokemon dusk
Dusk Go
dusk dusk goose
super dusk bros
XASER!? WOAH!
I'm starting to suspect that The Nameless City is actually a fucking hellish pit where Shillbot came from
Are you talking shit about Shillbot?
Just leave a review that says "Destroy Shillbot"
Kinda
shhhhhhhhhhhhhhhh he can see our messages
Heretics
No, this is dusk. Heretic is a different game.
Oh god, Shillbot.
He's always been here, always watching
He is our creator, thus he is the destroyer too
For real though Heretic was an amazing game
@rotund hinge great weapons, good enemies and soundtrack, ok maps... Especially later episodes were soooo meh.... E1m5 the city was my favorite
Heretic I mean
A good modern source port big scale mod of Heretic not called Amid Evil would be a good play indeed... Got to add some more decorate items though... Not enough good sprites for map decor
It's ludicrous to me that Heretic hasn't gotten a proper reboot.
DOOM, Shadow Warrior, Wolfenstein, Rise of the Triad... Quake if you count Quake Champions (they're trying so hard)
like. Heretic when. XD
But Amid Evil is perfect for me honestly
It's hard to be negative when I was conned into spending $30
I'd rather just have faith that it was a good $30
I mean for crying out loud, Quake 1 is freakin' awesome but I missed the boat. I wasn't even alive then.
And I didn't know Dusk was gonna come to save the day either. I found out about it like two weeks ago.
I thought Quake Champions was the last chance to sorta "live" that arena shooter stuff.
Turns out it isn't "that" arena shooter stuff, it's some new garbage, lol
Also
QC:DE
is pretty dank
I like d4t better personally
I loved QC until it was too broken. Now I think it will flop.
hi
which is what they're doing if you pay attention to the patches 
No, I'm not actually. Why would I be reading patch notes for a game I don't like?
I'll try again when it's out of beta
Its gonna be F2P right? bettin whole lotta loot boxes rn. Otherwise there is no hope for that game.
I recently replayed the mission packs for Quake and then went to get a little bit of Dusk endless in and my god Quake is a lot slower than I remeber
Yes because a developer shouldn't make money off of there game
I meant no offense I'm just sayin'. I don't care about loot boxes until they directly screw with gameplay, which is, at this point not gonna be surprising.
Anyways got a quick question if it can be answered
in the .wad that's gonna eventually be released for TrenchBoom will it contain a good chunk of entities or like most of them or....... Thx in advance
I've then imagined modders recreating Quake Champions in Dusk. Think of how awesome that would be.

I killed Big John and I feel terrible about it
Such a sweet man, lost simply to an army of riveter rockets
in dusk 2, big john comes back all cyborg ish
Yes, it does.
Through my defiantly corrupted thought process Im gonna mad scientist a way for this onto my switch.... somehow... 😎
But for real Id buy that for a set of 20 dollars again
Quake Champions isnt bad change my mind
I was just memeing
(I mean its true tho)
which level does Dead of Night play on?
E1M7?
dusk plot twist: it's in the same universe as Blood, and DuskGuy is either his descendent or reincarnation
Dead of Night is the name of the level
Plot twist, DUSK 2 has nothing to do with DUSK
Dusk 2, however, will have something to do with DUSK
Oops, I made a typo.
how is ep3 progressing? maybe a little new info or screenshots? 🙏
Sorry
We're at the point in ep3 where we don't want to spoil anything
Progress is good, I can tell you that
how many months to release?
Can't say nor would I say
You know how it is. We don't set deadlines
Cause we will miss them
And people will get angry
Ye
Deadlines make people rush
We'll announce a date when we're sure we'll hit that date
You don't want ep3 to be rushed
A non-reasonable deadline makes people rush
Here's our deadline: before the universe ends
so tommorow?
I didn't know a canceled game can actually finish itself
Woah
suggestion,make increased enemies count with higher difficulty like in doom
Nah
Would require a huge rebalance to the game
Plus we don't want players who are less skilled to miss out on enemies
Everyone deserves to slaughter the full amount of monsters
E3 is getting to the points that David doesn't want to spoil (aka where it gets real nuts) if we look at E2 for reference I assume David has just started E3M7.
Well by that I mean E3M6 is about half done and he's thinking about E3M7
You're free to predict how far along he is but even most of QA is in the dark about his progress, so we can't give any solid answers
Also really hoping E3 has an equivalent to the black mesa questionable ethics shootout or the wolfenstein courthouse fight, a section that you can look at and really think "Wow that is definitely the most intense fight of the game"
Ep3 progress is kept on a need to know basis even internally
It'd be cool if at least the option to have difficulty-specific monsters is available in the SDK; I always thought it was cool how some Doom levels radically changed between normal and ultra-violence
Ok sorry guys but this is ep3's release date
DUSK Episode 3 will exclusively be avalible on the Avainstation 4 launch day as a launch title for the system
eks dee
SHOTGUN_PUMP.WAV
The power button looks like a 
yo Leatherneck amiibo when? I want to scan it into Mario Odyssey and see if I get the chainsaw murderer costume
When's the next season coming out?
- Its cancelled
Too much shoot
The dialogue system was complete trash
Dusk is a videogame and videogames are bad okay?
It is takes too long to level up
you shoot scary guys and all of you need to consider how those scary guys feel in all of this, they are being mistreated and game must be cancel
also no lootboxes=trash
No minigun for the player.
no overpriced monkeys on weapons=trash
I hope the chainsaw dudes/doctors get reskinned into undead-type enemies for EP3, that'd be convenient for the cemetery map I'm making
A fantastic cemetery example.. Return of the Living Dead. Its one of the most creepiest for sure... That is a classic B horror film
Wow, that's actually the EXACT cemetery I was doing for my map!
Along with the adjacent cul-de-sac and storage facility
I'll post some pics in #general-art
YOU KIDDIN
That's awesome.... Those zombies would suck... If that is what rises up from Graves and morgues just end me now
I think Dusk could handle an appropriate amount of ROTLD zombies... Rushing at you all at once in tight spaces... Dead...
Send. More. Paramedics. Haha
no sprinting or regenerating health 0/10
you forgot lack of lootboxes
and over priced rainbow gloves
yeah those too, and redundant spray patterns
When is the Brutal Dusk mod going to be released?
in 2100
hopefully never
Episod 3 cancell
aw fuck

i cant believe you done this
super mariio saying óhhhhhh nóó
is the dusk ost in the files that I could just play and listen to on my own or do I gotta go with whats on youtube and shit
did u buy the game before Xmas
if u did then u get the ost on steam for free when the full game is out
if not I think u can but it when the full game is out
alright that works i think
the track that plays on e1 m2 when you go to get the red key is so dope and i wa sjust curious
Yeah, the soundtrack's going to be sold with the digital deluxe edition. People who bought the game before christmas last year all technically have that.
ow dang, i bought dusk like 3 days after christmas lol
too slow
If you send andrew some cummies in the mail im sure he'll send you a copy
I don't think sending andrew cummies will help
I was thinking what a good price for a 1 episode expansion would be, at first I thought of 5 dollars but then I found the much more fitting price of
I hope somebody makes “brutal dusk” when we finally get steam workshop.
modding SDK seems like it would definitely allow for it. i think zombie was already working on some kind of dismemberment that would be possible with the SDK
Zombie is pretty much working on everything
Certified Cool Dude™
If someone makes "Brutal Dusk" I will personally carry out their execution
Certified cool dude indeed.
If you like brutal doom you are as low as someone who likes anime.
Ill pin him down
Has Mark ever commented on Dusk?
I just want a mod that makes the blood decals spawn consistently.
I don't recall him voicing an opinion on it
I remember him saying that he liked it and the music.
Because currently the blood decals aren't the most consistent things in the world.
What's inconsistent about them currently?
How often they spawn, the fact the blood puff is too large relative to the decal they spawn etc.
I get a bit pedantic about blood mechanics.
Aren't there like more blood decals/gibs you can see in the DW main menu? I'd like to see them in the game.
I like how it works currently but you could totally change it with a mod
I guess the amount of blood is up to personal taste.
@opal plover they're the normal gib models with other map objects shoved into them to look unique afaik
What about the decals though
I just like seeing the blood feel like a physical thing rather than it just be some weird gas that disappears into the nether realm.
Dunno about the decals
The game is already really satisfying though, so my gripes with the blood system don't break the game feel for me.
The slide system in DUSK is A+
More physical blood and gore is totally doable
I'm guessing it's just a raycast method?
basically, yeah, as long as your hits are within a certain distance of a surface that allows decals, itll paint a blood decal there
That's kinda my problem with the method.
theyre just very small decals relative to other games
i think thats the real problem people have
they want it to be more visual
Raycast methods lead to pretty bad response, because often the blood puff goes no where
nah its got nothing to do with the blood puff
barking up the wrong tree
its the shots when they enter the enemy
Yeah, I get that.
it continues the initial raycast
sure, but thats just an arbitrary thing
it just exists, has no interaction with anything
It would be nice to see a few decals spawned around the enemy though, just to make it feel less arbitrary.
i don't think Dusk uses a "real" decals system, pretty sure it's just a tiny plane aligned to the hit normal
but its entirely NON arbitrary
bigger blood decals would probably look weird on complex geometry
i think you want arbitrary decals
like ones just kind of sprinkled near the enemies death location
which is totally fine
its even goofier than that lucas
the entirety of the bulletholes and blood splats are particles
Oh.
that'll do it
Does unity not have native decal support or something 😛
it does not.
somehow
i think the closest thing that Unity provides is the projector component thing
Ah/
thats right
however procore has a decal system
which dusk does use
david just made a choice to tie the blood "decals" to the bullet entry wounds
i think many people would just like to see MORE blood
perhaps based upon gib landing locations or something
I just want to see the blood make a bit more sense,
but they literally only make sense
thats the thing
theres no "extra" blood as it were
I'd just like the blood decals to be bigger.
There's no gravity to it though, it just either stains the wall or floor or it doesn't. It's on a set trajectory.
I get that you can't really do curves with raycasts, but it just seems, weird.
well thats because the only blood decals represented are exit wounds
you're looking for MORE blood, like arterial sprays, etc
which, definitely would be cool
I mean, the exit wound system makes a lot less sense when talking about non-bullet weapons
or gibbed enemies in general
Yeah, but this gravity issue also applies to the exit wounds and the such, sorry about beating a dead horse, but it just, disappears after a certain distancce.
Oh.
in that, if the blood were not able to reach a direct splatter location within a small distance, it just isnt drawn at all
thats the gravity falloff as it were
it basically deals only with the minimum extreme
and doesnt try to represent anything in between
so i wouldnt say that the blood decals dont make sense
but rather
MORE decals would make more sense
Sorry about constantly going in circles 500_pts.
nah its a fun conversation
i like seeing passion for gore systems
they are VERY cool
one of my favorites is l4d2
My issue with the fact that the exit wound stops being rendered after a certain distance is it means the blood just, disapears.
When it could easily just land on the floor.
yeah totally
i feel like dusk could use "floor gore"
if a gib lands somewhere, it could leave a stain
etc
Most raycast gore systems have this sorta issue in general really, especially in source based games.
a lot of games at least draw blood on the ground where something died
and dusk does no such thing
and thats a major part of why it feels so disparate i feel
after the gibs disappear, and the bodies are gibbed
theres no evidence anything happened
the perfect crime
unless there was a nearby wall that happened to get an exit wound splatter
duskdude is actually just a hitman for the mafia and he has guys come clean up his messes
but thats not super common
Who knows, maybe it just disapears into Episode 3 after a while.
lol
Sorta like DooM 3 and DOOM 2016.
i mean, i know @prisma halo was working on some goofy dismemberment stuff
ye
so the passion for gore stuff is definitely there
super goofy
i have a feeling many of the first mods will be gore related
i want to tear apart a rat, limb from limb
that and weapon model replacements
Where there's that flamey effect on disappearing corpses and blood, which sorta give the tech constraint an in universe thing.
the GOOFIEST dismemberment
LMAO
Owie.
god that one is so bad, but so great
bone scaling to mimic dismemberment?
yes lmao
Correct
clearly superior tech
what we need is to replace all dusk models with voxels and put in voxel gore
DOOM 2016's gore, while not amazingly complex is a pretty visually nice one.
there was another dismemberment shot I showed off
with the episode 2 boss
but the channel it was in is ded
it was in ep2 spoilers
Oh yeah, Paint the Down Red gore.
maybe we can raymarch the models and dismember them that way
Maybe use some carving algorithm to cut off limbs and then add a meat texture.
way too much effort for a little example mod
Oh yeah, crocman had his handcannon blown off, how would that work? Would it be when he dies only?
Yeah that was the shot
I think I have it saved somewhere but idk
I doubt it
and yeah I guess
Y delet
yeah I don't have the shot
rip
I used the snipping tool to get it, so it was never saved
Kinda regretted typing it.
just pasted it in the ep2 spoilers channel from my clipboard
snipping tool is my lifeblood
I have ShareX installed yet I still do Win + R -> snippingtool lmao
Well bloody corpses is one of the thing that made doom violence satysfying.
tfw never knew that shortcut
👌
But that dismemberment mod, will it be fully functional or willit only be a partcially implemented demonstration?
Depends on what you consider fully functional
we actually need to come up with some good example mods
the idea is that when an enemy dies, if they were killed with a powerful gun (shotgun, rifle, AR, ssg) then the last limb that was hit will dismember
then further shots to the corpse will also dismember
So all limbs on all monsters can be blown of?
Yeah
Nice
Another example mod could probably be a 4 arms mod.
need those straw gibs for scarecrows
The mod support is pretty exciting though.
But scarecrows do gib into straw
yeah but imagine the regular gib models retextured as straw
maybe with blood mixed in
I don't really see that making much more sense. when you open a haybale it doesn't make straw chunks.
but itd be funny :P
realism is boring
Reelism is fantastic.
Yeah but having the default straw gibs makes it stand out from the other gibs.
Reelism is the best doom mod ever made
Reelism's alright
i thought that was ouch.pk3
🔄 DUSK is now in Early Access! Spread the word and don't forget to leave a review if you love or hate it!
http://store.steampowered.com/app/519860/DUSK/
DUSK reintroduces you to a world where butchery and bloodshed must be mastered if you're to survive 'til dawn. Inspired by Quake, Blood, Heretic, Hexen, Half-Life, Redneck Rampage and all your '90s favorites, and featuring a soundtrack by metal m...
$20.00
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How active is this games multiplayer? I was originally going to get the game either way but I've been in need of a fun mindless game to play while listening to podcasts and stuff
There will be a frag night tomorrow.
Depends on the day and what time. Sometimes the servers will be populated, sometimes it's hard to find a game.
Have people tried to speed run ep 2 yet?
This episode is quite a bit tougher than the first one! At first I didn't really like it as much, but it grew on me a bit and I think it's pretty cool now. -...
It makes me so emo seeing people beating levels in like 1 minute that took me like 5
yeah there's been like 4 times posted in total for ep 2 inbounds, i've got the current record with 6:44 ingame time
i wish it was as popular as ep 1 is so far, it's by far a much funner episode to run lol
it is a secret full of weapon :)
prob
@serene needle Rachael's my wife yeah
nice
reminds me of that one halo 3 easter egg where on the main menu the ring would say “happy birthday lauren!”
awaiting patiently for hosting Dedicated servers 
at launch 👌



So why is that big hole in the silo wall considered a secret this has always confused me
because its cool 😎
are you talking about the one on e1m2?
he could also be talking about arena 1
are there secrets in endless mode? ive only played it a handful of times
@eternal carbon yes, there are secrets in endless
i only one i found was the sword in endless arena 1
ah, i know theres one in a silo wall on e1m2 that may not be obvious that its a secret because there is an explosive right next to it and its not to hard to accidentally set off
No the in the map dead of the night its so painfully obvious you cant miss it
i always just took that as discovering the underground tunnels between the silos being the secret, rather than just wandering into the big hole
Its not that hard to miss, there's a big hole in the silo, walk inside, hole in the ground, drop down, secret, what?
i mean some of the other secrets literally are as simple as that, in e1m1 you just crouch into a hole and immediately find a secret as soon as the level starts, the hole is right there and in plain sight lol
I think that one's more a 'hey secrets exist' secret
Yeah but at the very least its blocked by a barrel there is, "some" attempt to hide it, and its the first level so it could be viewed as an introduction to the idea of secrets. Like its not a bad thing just a bit confusing.
@woeful sonnet people miss it if they aren't looking for secrets
true, because i know i missed it
and it's the start of a giant secret chain so it's supposed to be obvious
Ah
there are even secrets in quake that are just like "what, was i not supposed to be here?"
i could get bhind more ep runs
ILs 👀
both of them 👀 👀
guys anybody knows how to get all songs from soundtrack? there is a few songs on yt but in game there is a lot of cool songs and i dont know how to get
You'll get the full OST later if you bought the game before Christmas 2017 iirc
there will be an official ost when the game is released
ok thx
you will also get a digital comic when the game releases
that is, if you pre ordered it before christmas 2017
Sucks to be me, got dusk in January...
Lol guess I’m a dweeb.
i got on relase does that make me a super nerd?
dusk hasn't released yet though 
are u trying to jape us nerd
IT WILL NEXT MONTH ( I hope)
na
you didn't recieved the newsletter where it says it's canceled again right
after seeing a shit ton of dusk speedruns i see how fucking stylish the game is
@gloomy frost im sure some new tricks will be found and make it cooler
Hey guys I was thinking, what's the level with your favorite secrets?
Thresher and Infernal Machine
Mine is E1M8, they all connect to eachother and they make you backtrack through the whole level.
Nobody knows for sure whether Endless Arena 2 has any secrets?
It's driving me crazy tbh. I scoped it up and down and personally I don't think there are any. But that's so unsatisfying XD
I tried humping just about every square inch of the solid parts around the roof, the three chimneys in the middle, ...
all the support beams on the sides
all the walls
... See here's the thing. You can shoot grenades down the chimneys to "see", since they emit enough light together. There's nothing special in any of the chimneys, all the way down (let alone a way to get inside). So no secrets there.
And if you start climbing around the windows/net/whatever at the very top, you'll see that there's no culling on the outside of the slanted roof
and that the only part of the map you can see is the normal game space.
Can't see any secret areas.
So that pretty much just leaves the "ends" of the map, since the chimneys can't have any secrets inside them and the wide sides probably can't have anything outside.
And trust me, I tried humping and hupping the ends of the map, every square inch, up and down, under the stairs, all that jazz
nothing there either :/
I guess there could also be something in the floor below. I tried testing that by throwing mortars across every part and nothing broke open but like I could've done a shitty job.
Are you saying it does have a secret after all? XD
im saying i wont confirm or deny :P
well i cant give screenshots bigger than that because it would give all the fun away
probably just an untextured face out in the void
nah, its within the bounds of the level
Ok I'm gonna investigate.
Cue Max Payne music https://www.youtube.com/watch?v=spK_F8zsttI&
«MAX PAYNE 2: THE FALL OF MAX PAYNE» Remedy / Rockstar Games (2003) http://www.rockstargames.com/maxpayne2/ «MAX PAYNE 2 OST» Music composed and performed by...
This could be a clue.