Unmakyr works differently in Eternal than 64. 64 it shot lasers that locked onto enemies in front of you, in eternal it shoots rapidfire projectiles like the mode shown in this video.
@rabid And also, its mainly because its a pretty boring game, no offense, the music isn't very nice, and it has a grimy look to it, and very slow paced.
underwhelming or not, I'm glad they didn't include extra modes because BFG is like THE weapon for THE one shot you make to clear everything. making it a utility weapon for different situations would detract from its main power shot.
Unmaykr is made for killing single big and tough targets like barons of hell if you don't want to waste the whole bfg round on it, as it is not effective at all. BFG's impact damage was reduced to make it a "last chance" gun, only effective if there are lots of demons and you ran out of ammo/near dead, so unmaykr haters simply don't know how to use it, IMO.
The unmaykr in 64 was good against single targets also, and it was never intended to outclass the BFG. The core difference is Eternal has you facing tons of monsters almost constantly, so it doesn't have its own time to shine since you have a lot more options to wipe out arenas quickly. In 64 it's kind of broken because every enemy can be dealt with relatively easily. So yeah, balance wise the unmaykr is actually a fine weapon.
the ''fire tornado'' would be extremely interesting to see in eternal to clear a part of the map and have a small ''safe space''. MAybe the ancient gods is gonna reuse some of these ideas?
"hands_fovScale 1" does that, I can't live without it now lol, combine that with the classic weapon pose and "hands_offsetY -5" and you get the superior version of the shotgun animations, but angled.
@@TheZombieKiller what does hands_offsetY -5 , do? does it fix the centered view to a perfect right handed one, thats better than the original ? btw i suggest a hands fov scale of 0.90 or 0.95 , 1.0 is abit much , since you pretty much will see the limit of doom guys model, aka unmodeled parts of his arms, lols , btw you wouldnt know how to have bosses corpses stay instead of disappearing and bullet shells staying , would be appreciated alot
'hands_offsetY -5' moves the weapon from the center position back over to the right, yeah. There is a way to get corpses to stay, but I don't remember the commands. It's not worth doing though, because it breaks the scripting (after you kill all the demons, the game still thinks some are alive.)
I've been looking for other sources for this since I saw it on The Cutting Room Floor. Do you think the cut reloading animations can somehow be activated via console commands? If so I would love to see what there is to show. There's also a really wacky glitch to activate them in vanilla, and it requires doing some weird stuff with the Hologram pre-delay. I wasn't good enough to do it but I watched Allstin do them like they were nothing once I told him about it.
It's probably possible if reloading is just part of the decl files (which it probably is, the SSG's decl file is probably a good place to look). You'd just copy whatever the SSG does and change the animations.
Im surprised they didnt experiement with the idea of it acting like the normal BFG projectile, but instead sticks to demons with an alt-fire explosive system; for maximum strategic fuckery, gotta bunch them up around the marked demon, then CLICK CLICK CLICK
TheZombieKiller nice, I have heard of that one, I’m also in the Doom 2016 Modding discord, though I’m no modder 👀 I was hoping there was an easy way to insert enemies on the fly, or at least place them in the map (like I’ve seen in an old video), but it definitely seems tricky/complicated!
If i had to choose which to make into modular upgrades for a doom game I'd choose the laser, but make it charge like the blade from the ballista *and* explosive, a super heavy would probably tank a normal shot but the laser would pummel them, and the second mod would be the vortex, but the end of it would pull demons in and explode, the demons also powering said explosion via getting sucked of energy, but i dont know if those would be doom enough
So these alternate BFG fire modes are... Well, shit in comparison. The charge beam is probably more of a powerful Gauss cannon, a basic shot is just BFG, an arc version of said shot, an area of effect death tornado, a weak plasma cannon, and a flamethrower. Another interesting thing here is that I think the game was considering the BFG as one of the main weapons instead of a special one like the chainsaw, according to the on-screen thing about weapon points.
Some of the firing modes makes me really think of Brutal Doom or Project Brutality. Pretty sure that was where the idea of the glory kills originated in DOOM 2016
Stuff like this is fun and all, but why did the devs leave that logic and those effects in the retail version? If you removed all the unused content, the game would likely load a few seconds faster on startup, and for each level.
The unmayker fires multiple argent energy shots simultaneously at the target. Like some sorta weird angelic 'beamstorm' technology. The quake3 bfg fired smaller balls of 'super' plasma at the targets. Speed of those balls was really high. I dont understand the comparisons honestly between these underwhelming bfg alternate mods and the unmayker or the quake 3 bfg.. Just sayin.
i love how it says "BIG [REDACTED] GUN"
a very *mechanicaly* way to censor "fucking" lol
The fact that they censored a cuss word in a game where you can crush a head with your bare hands or cut a guy in half is quite strange
@@GabeSlayer well i think it's more of a joke than censoring.
@@GabeSlayer i feel like doom doesn't need swearing
@@murtazashakeel5704 it's a BIG FUCKING GUN or a B.F.G it's in the name
Some of them even have distinct bodygroups and sounds, that's crazy.
"Bodygroups" is such a source thing to say 😄
@@DeviantPicturess "Write what you know" Am I right?
When you say body groups you mean the shape of the weapon right? Lol
I betcha that the Rapid fire mode was the base for what became the unmaykr in Doom Eternal.
You ever heard of this cool game called DOOM 64?
Unmakyr works differently in Eternal than 64. 64 it shot lasers that locked onto enemies in front of you, in eternal it shoots rapidfire projectiles like the mode shown in this video.
@@AquaGaming1607 oh my god i KNOW THE UNMAKYR EXISTED IN 64 but it was COMPLETELY DIFFERENT IN 64.
@rabid And also, its mainly because its a pretty boring game, no offense, the music isn't very nice, and it has a grimy look to it, and very slow paced.
CrunchEntertainment “Grimy Look” DOOM 2016.
“Music isn’t nice” there is no music lol
“Slow paced” Yeah, DOOMguy moves a bit slower that game.
I TOLD THEM THE BFG WAS SUPPOSED TO HAVE MODS
AND THEY DIDN'T BELIEVE ME.
Glad they cut most of these honestly. Looked really underwhelming.
@Pupsmaner BFT
underwhelming or not, I'm glad they didn't include extra modes because BFG is like THE weapon for THE one shot you make to clear everything. making it a utility weapon for different situations would detract from its main power shot.
The only one of these alternate modes I liked was that strange tornado mode but I felt like it did to little damage
You can see how many of those turned into the unmakyr in eternal !
@rabid it should've had it's own ammo source or been way fucking stronger than the bfg
@@angus6858 especially after having to do all the slayer gates to earn it. I wish it was like the one from 64
Unmaykr is made for killing single big and tough targets like barons of hell if you don't want to waste the whole bfg round on it, as it is not effective at all. BFG's impact damage was reduced to make it a "last chance" gun, only effective if there are lots of demons and you ran out of ammo/near dead, so unmaykr haters simply don't know how to use it, IMO.
The unmaykr in 64 was good against single targets also, and it was never intended to outclass the BFG. The core difference is Eternal has you facing tons of monsters almost constantly, so it doesn't have its own time to shine since you have a lot more options to wipe out arenas quickly. In 64 it's kind of broken because every enemy can be dealt with relatively easily.
So yeah, balance wise the unmaykr is actually a fine weapon.
Ngl it should've just used cells like in doom 64.
I read "cute BFG modes".
Feeling cute, might vaporise legions of demons later
well i mean
Doom Eternal's new "Big Friendship Gun"!
a story where angels from heaven goes to earth and befriend daisy
the ''fire tornado'' would be extremely interesting to see in eternal to clear a part of the map and have a small ''safe space''. MAybe the ancient gods is gonna reuse some of these ideas?
THIS AGED LIKE WINE LMAOOO
@@asais1024 I haven’t played AG yet, are some of these ideas reused in it?
@@whoisspencer Well, there's some wolves that have a safe area around them that protects from the toxic environment of the Blood Swamps.
Woah how have I never seen these? Also that FOV is wild lol
"hands_fovScale 1" does that, I can't live without it now lol, combine that with the classic weapon pose and "hands_offsetY -5" and you get the superior version of the shotgun animations, but angled.
@@TheZombieKiller what does hands_offsetY -5 , do? does it fix the centered view to a perfect right handed one, thats better than the original ? btw i suggest a hands fov scale of 0.90 or 0.95 , 1.0 is abit much , since you pretty much will see the limit of doom guys model, aka unmodeled parts of his arms, lols , btw you wouldnt know how to have bosses corpses stay instead of disappearing and bullet shells staying , would be appreciated alot
'hands_offsetY -5' moves the weapon from the center position back over to the right, yeah.
There is a way to get corpses to stay, but I don't remember the commands. It's not worth doing though, because it breaks the scripting (after you kill all the demons, the game still thinks some are alive.)
1:55 One does not simply resist the urge of doing a good glory kill
Haven't been able to find footage of this at all since reading about it on TCRF, thanks for showing it off! The Q3 BFG10K behavior looks fun.
Interesting, so it mimics what we saw in the laboratory the bfg was developed in.
That bfg vortex shit was my favorite one.
2:27 bfg from quake 3
I've been looking for other sources for this since I saw it on The Cutting Room Floor. Do you think the cut reloading animations can somehow be activated via console commands? If so I would love to see what there is to show.
There's also a really wacky glitch to activate them in vanilla, and it requires doing some weird stuff with the Hologram pre-delay. I wasn't good enough to do it but I watched Allstin do them like they were nothing once I told him about it.
It's probably possible if reloading is just part of the decl files (which it probably is, the SSG's decl file is probably a good place to look). You'd just copy whatever the SSG does and change the animations.
Huh. I never would have thought it was that simple.
this I reminded me of the alternative fire modes of project brutality BFG
In fact as far as I remember Doom 2016 is inspired in Brutal Doom and Doom Eternal in Project Brutality.
@@doomtrooper3184 only think that the new doom games got from brutal doom as inspiration were excecutions and gore lol
@@TheRhalf Well there also are some mechanics that could have been first in the mods like the dash and the grenades.
It would be cool if the "mod" for the BFG was basically a SECOND weapon wheel that added most or all of these cut modes
Worth noting that the beta BFG of the original Doom was also going to have a rapid fire mode I believe!
The first one was probably the model concept for the ARC version of the BFG in Eternal.
Im surprised they didnt experiement with the idea of it acting like the normal BFG projectile, but instead sticks to demons with an alt-fire explosive system; for maximum strategic fuckery, gotta bunch them up around the marked demon, then CLICK CLICK CLICK
I now think unlocking different modes for the BFG would be a better reward than the Unmaykr in Doom Eternal.
Further cementing the idea of having a BFG prototype arsenal! Would be amazing.
The tornado one is awesome
You damn well know that rapid fire mode was made into the Unmaykr
How did you access this? Very nice. Looks like a dev mode command thing
Use the "Legacy Mod" (easy to find with a Google search) which unlocks all of the console commands, then just copy the commands I entered in the video
Here, went and grabbed the link for you: www56.zippyshare.com/v/hQXxBLfg/file.html
TheZombieKiller nice, I have heard of that one, I’m also in the Doom 2016 Modding discord, though I’m no modder 👀
I was hoping there was an easy way to insert enemies on the fly, or at least place them in the map (like I’ve seen in an old video), but it definitely seems tricky/complicated!
Maps have a decl file containing all of the entity placements, you can edit them just like any other file.
TheZombieKiller ... really? Can I message you on Discord or something about this?
now that I think about it the bfg from doom 2016 kinda looks like the unmayker
The flamethrower one was weird lol
2:12 BFF - Big F*cking Flamethrower
I get why they were cut, seeing as how they aren't as satisfying as the one we got
What about the one that makes a green energy storm? That looks way more satisfying.
@@theoverpreparerlamenters3r436 beauty is the eye of the beholder, after all
@@samgafford2371 true
If i had to choose which to make into modular upgrades for a doom game I'd choose the laser, but make it charge like the blade from the ballista *and* explosive, a super heavy would probably tank a normal shot but the laser would pummel them, and the second mod would be the vortex, but the end of it would pull demons in and explode, the demons also powering said explosion via getting sucked of energy, but i dont know if those would be doom enough
Well the ideas are underwhelming. I'm glad they cut this out.
So these alternate BFG fire modes are... Well, shit in comparison. The charge beam is probably more of a powerful Gauss cannon, a basic shot is just BFG, an arc version of said shot, an area of effect death tornado, a weak plasma cannon, and a flamethrower.
Another interesting thing here is that I think the game was considering the BFG as one of the main weapons instead of a special one like the chainsaw, according to the on-screen thing about weapon points.
bfg_charge_beam
If Samus's plasma beam was in 3d, it even has the same color
Some of the firing modes makes me really think of Brutal Doom or Project Brutality. Pretty sure that was where the idea of the glory kills originated in DOOM 2016
Pretty cool how these were essentially reworked into The Unmaykr and The Crucible in D:E
That last mode is basically BFG10k from Q3A
I wish there was an attempt to remake the hacked together doom engine “big ball o death and then invisible lasers leaving the player”
I see the Balista and Unmaykr here
Oh no they turned it into the doom annihilation bfg
I see this is the BFG circumcised edition
2:26 looks like BFG alternate fire in Project Brutality.
NGL, the BFG10K mode at the end looks sexy as hell, but the others are just... eh.
Hi, could I use your gameplay as background footage for a video I'm making? Obviously giving you credit and putting links to your channel in my video.
Sure, go for it!
These same cut modes are also in Doom Eternal's files....just waiting to be enabled *wink *wink
The first one was the BFG from the last doom movie
I love how it says Big [REDACTED] Gun
Edit: someone from 8 months ago made the same exact comment so forget this exist
Stuff like this is fun and all, but why did the devs leave that logic and those effects in the retail version? If you removed all the unused content, the game would likely load a few seconds faster on startup, and for each level.
Ballista in a nutshell
I honestly must say that BFG in 2016 and Eternal have pretty dissapointing sound
It ain't even a BFG 9000 (Big F Gun), its a SFG 9 [Small F Gun].
All these versions suck. I’m glad they went with what we got
its your BFF! your Big, Fucking, Flamethrower!
So the first mode is like a railgun. Interesting
A few of these can be seen in the labs right before you get the BFG
Particularly the lazer and burst fire spheres
Lol you can actually also fire those things and get in front of the machine before it fires. It one shots you though :(
Yekkub haha I did that too
It would be cool if the BFG had mods in Eternal
How to unsee BFG viewmodel looking like unmaykr
Rapid fire beam is kinda like the unmayker
should add bfg_rapid_fire_triple
oh wait eternal has it already
I don't think that was cut, it was used as demo in the BFG division level.
rapid fire is basacally unmakyr from doom eternal
I'M SORRY...WHAT?!
not to be rude but your aiming is flawed quiet a bit
Hey what’s the console command to make your gun POV farther away ?
So the first one is just that $#!tty BFG from DOOM Annihilation.
So that's where they got that type of fire from...
Oh myy
Is it possible to put these in SnapMap?
I dont think so. Only console commands
The unmayker fires multiple argent energy shots simultaneously at the target. Like some sorta weird angelic 'beamstorm' technology.
The quake3 bfg fired smaller balls of 'super' plasma at the targets. Speed of those balls was really high.
I dont understand the comparisons honestly between these underwhelming bfg alternate mods and the unmayker or the quake 3 bfg..
Just sayin.
Thats no BFG, that's a UAG (Ugly Ass Gun)
Most of them are kind of lame