Here we go! Doom slowly turning in to every FPS game ever made. Also, when I see that Suicide Bomber from Serious Sam I wanna say what Sam said: -"Aaaaa yourself!" 😂And that is a beauty of Sam. He talks and says funniest things that can make you crack up for a while. Especially third game. p.s - When music starts, which is a song called "Hero" by Damjan Mravunac, I instantly started to sing the lyrics of that song in my head. That is how much I played Serious Sam 3 back in the days and that is how much I love that track! And oh man, then there is Undercode, who did many tracks for Serious Sam games and I heard them ALL! And they are amazing!
This is awesome. The Biomechs are my favorite and would probably work really well with Doom Eternal Combat. It's funny because I was actually considering porting Serious Sam content over myself at some point lol. I'd love to put the SS4 Lasergun into Eternal.
I might be misremembering it, but I think the bulk of the enemy models in Serious Sam 3 BFE were originally intended to be used in the cancelled Doom 4. IOW, this tracks.
I wonder if they could be glory killed ala doomguy kicking them away if they get close enough. It would be a neat risk vs reward where the reward is using them to blow up enemies further away.
I don't know if you can do something like that in Serious Sam 4, haven't played that yet, but if you can't then I just wanna have them work exactly like they do in the games, so you can't kick them or anything. Tho the Doom 2016 Cueballs work exactly like how you're describing, if someone can get 2016's raw assets we can get them, the Hell Razer, Hell Guards etc. in Eternal
@@NayrhamMobileTurretSupremacist Yes, Hellrazor and Hellguards, the forgotten bros. Maybe even a *slightly smaller* Mastermind model as a superheavy! Or 2016 Cybie as a unique boss!
If you fly with it, you can recreate the Kamikaze that protected Lore from Legacy of Rust. If you actually want to incorporate this into the game logic of Eternal, it would be a good idea to have it as one of the lightweight enemies that spring up all the time. Basically, it should be a nuisance “outlier” that only wastes resources and provides minimal resources if shot at the right location.
man can you help me? No one helps me, I've been creating a map in Doom Eternal for 1 week, I have it 100% done but I need to add "load checkpoints" and learn how to make the player start with all the weapon upgrades, the dash and the flamethrower, no one responds and no I can't find any help anywhere, I tried loading ehcckpoints with "target_removesavegate" but it doesn't work for me, is that the right way to do it? with trigger and aim removesavegate? or is it done another way, and I don't know how to activate it or where the player starts with dash and flamethrower and weapon upgrades, help someone help me
to start with a full loadout, look for the idWorldspawn entity and set its Devmap Inv Loadout to something like devinvloadout/dlc/e5m3_hell. To load a checkpoint, you need to set a player/start entity (idPlayerStart) in the map, its position will determine where you respawn, then make a target/change_layer entity (idTarget_LayerStateChange) and have its Player Spawn Spot target the idPlayerStart. You then have to find a way to activate the idTarget_LayerStateChange, like having it activate at the end of an encounter with activateTarget
it's edited in, once mus.pck packaging is added in idStudio it'll be possible to add properly. Technically it can be added right now but it's more complicated
@NayrhamMobileTurretSupremacist Ah, I see. I was thinking about making a mod for Doom Eternal that basically makes an entire new campaign and adds new weapons or weapon types, new mechanics, and new enemies, as well as a fully fleshed out story.
We have maps, we have enemies. All thats left is custom weapons and we're set
finally i can bring the weapon i drew for doom eternal to life
Yes, i can't wait someone port DOOM 2016 Gauss Gun but polished
Well there is the Pistol recreation but I wouldn't really call it custom.
custom glory kills too
Don’t forget music!
This is exactly what i imagined Doom Eternal mods would look like, the future looks good
The future is bright
The present is dark 😜
@@no_name_magician so we livin in the dark ages?
@@Lenias7 yes only the doom slayer can save us
@@Lenias7 So, we're some kind of the Doom: Dark Ages?
we already knew that Doom can run on anything, but now we can run backwards in Doom
Serious sam 3 had doom enemies from the scrapped version of doom 4 they were working, meaning we've come full circle with these games
This is beautiful. 😭
Indeed
@@zaglezigawa8415 ye
my serious sam ptsd kicks in
even the slayer has to run backwards when this fkrs showes up
0:13 AAAAAAAAAAAA put a sock in it!
0:19 Uh oh.
AAAAAAAAAAA *Boom*
AHHHHHHHHH Yourself!
*AAAAAAAAAAA*
Uh oh.
WAAAAR!
This is cool, but their explosions should totally chain with each other
yes they still need work
"Go aaahhhh yourself"
"Uh oh"
WAAAAAAAR!!!!
So, mod can insert animations as well? Dope!
HOLY MOLY! With the small demo test of Karnak level that i did and with this custom AI would be wild! Great work! :D
What are you screaming for? The pain hasn’t even started yet.
New enemies now, too? Like, not just modded existing AI's? (as awesome as those variants are)... cool beans!
Thank you for making my wish come true
i don't know why but the heavy canon sound feels so right for this setting
This does put a smile on my face.
Serious Sam Fusion's workshop already has a doom conversion mod, time to make the same thing backwards
Here we go! Doom slowly turning in to every FPS game ever made. Also, when I see that Suicide Bomber from Serious Sam I wanna say what Sam said: -"Aaaaa yourself!" 😂And that is a beauty of Sam. He talks and says funniest things that can make you crack up for a while. Especially third game.
p.s - When music starts, which is a song called "Hero" by Damjan Mravunac, I instantly started to sing the lyrics of that song in my head. That is how much I played Serious Sam 3 back in the days and that is how much I love that track! And oh man, then there is Undercode, who did many tracks for Serious Sam games and I heard them ALL! And they are amazing!
btw we did serious sam enemies in age of empires ii de engine as rts
This is awesome. The Biomechs are my favorite and would probably work really well with Doom Eternal Combat. It's funny because I was actually considering porting Serious Sam content over myself at some point lol. I'd love to put the SS4 Lasergun into Eternal.
I might be misremembering it, but I think the bulk of the enemy models in Serious Sam 3 BFE were originally intended to be used in the cancelled Doom 4.
IOW, this tracks.
I think it was just the Khnum and Scrapjack
@@NayrhamMobileTurretSupremacist the cloned soldiers too probably, also I'm pretty sure there is a skin in SS3 that's supposed to be doom guy
Can't wait to see other SS enemies, kleers especially
they should get put into their pain animation when shot like in serious sam games, that allowed you to avoid them when they get too close
My kingdom for Wolfenstein enemies into Doom Eternal....
The crossover we needed
This is awesome! Think you could also do a crossover with stages and enemies from Shadow Warrior 3?
Excited for the entirety of serious sam 2 to be ported over
As a fellow SS fan....
*b a s e d*
Finally doom is peak
Serious Doom
Finally, DOOM Serious
Holi fucking shit. bro that's amazing.
Great one dude!!!
Dreams coming true
ahhhhhhh put a sock in it
Uh, oh!
This is getting serious!
Can we have the Necromorphs next?
I wonder if they could be glory killed ala doomguy kicking them away if they get close enough. It would be a neat risk vs reward where the reward is using them to blow up enemies further away.
I don't know if you can do something like that in Serious Sam 4, haven't played that yet, but if you can't then I just wanna have them work exactly like they do in the games, so you can't kick them or anything.
Tho the Doom 2016 Cueballs work exactly like how you're describing, if someone can get 2016's raw assets we can get them, the Hell Razer, Hell Guards etc. in Eternal
@@NayrhamMobileTurretSupremacist Yes, Hellrazor and Hellguards, the forgotten bros. Maybe even a *slightly smaller* Mastermind model as a superheavy! Or 2016 Cybie as a unique boss!
Looks like Serious Sam 5
If you fly with it, you can recreate the Kamikaze that protected Lore from Legacy of Rust.
If you actually want to incorporate this into the game logic of Eternal, it would be a good idea to have it as one of the lightweight enemies that spring up all the time. Basically, it should be a nuisance “outlier” that only wastes resources and provides minimal resources if shot at the right location.
Peak, so fvckin' peak!
It looks nice, but it still needs some work. In Serious Sam, the kamikazes don't just explode, they also explode into beautiful bloody pieces
Aaaaaaaaaaaaaaa yourself!
Maybe make them running slightly faster than player
Doom guy said woah 😂😂
It would be cool if they added the enemies from the Wolfenstein games made by MachineGames.
Doom Eternal, if it was good game.
I wonder if anyone will do what doom eternal originally never did, A secret map of wolfenstein
FUCK YESSS!!!!
dude that's so cool, do you think there's a chance to get Halo Covenant troops in Eternal down the road ?
Serious Eternal: BFE
oh no
1:01 lol
woah
Wait y'all got custom maps and enemies now? When did this happen
man can you help me? No one helps me, I've been creating a map in Doom Eternal for 1 week, I have it 100% done but I need to add "load checkpoints" and learn how to make the player start with all the weapon upgrades, the dash and the flamethrower, no one responds and no I can't find any help anywhere, I tried loading ehcckpoints with "target_removesavegate" but it doesn't work for me, is that the right way to do it? with trigger and aim removesavegate? or is it done another way, and I don't know how to activate it or where the player starts with dash and flamethrower and weapon upgrades, help someone help me
to start with a full loadout, look for the idWorldspawn entity and set its Devmap Inv Loadout to something like devinvloadout/dlc/e5m3_hell.
To load a checkpoint, you need to set a player/start entity (idPlayerStart) in the map, its position will determine where you respawn, then make a target/change_layer entity (idTarget_LayerStateChange) and have its Player Spawn Spot target the idPlayerStart. You then have to find a way to activate the idTarget_LayerStateChange, like having it activate at the end of an encounter with activateTarget
And how do they damage?
They deal tremendous damage if they touch you and explode
Dub
where is gnaar?
I wanna put everyone in eventually
Is the music actually in the game or is it edited in as well?
it's edited in, once mus.pck packaging is added in idStudio it'll be possible to add properly. Technically it can be added right now but it's more complicated
@NayrhamMobileTurretSupremacist Ah, I see. I was thinking about making a mod for Doom Eternal that basically makes an entire new campaign and adds new weapons or weapon types, new mechanics, and new enemies, as well as a fully fleshed out story.
AAAAAAAAAAAAAAAAAAAAAAA
Music?
th-cam.com/video/5PPKp5HsIqU/w-d-xo.html or th-cam.com/video/UhHZUmYu7Uo/w-d-xo.html