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Minidust posted:I'm about to play the original Quake in earnest for the first time. Is there no HUD in this game? I'm not seeing health or ammo counts; not sure if that's an intentional thing for the sake of immersion or what. Also, just out of curiosity, why do you capitalize it "iD"? I'm pretty sure their logo has never had it that way, always "id" (or "ID" in the early games like Keen/Wolf3D), but I see it a lot so I'm curious where it comes from.
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# ¿ Jun 8, 2015 21:32 |
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# ¿ Apr 29, 2024 06:05 |
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I understand Brutal Doom has its appeal and all, but Doom's gameplay was really refined and well-tuned. It's the total opposite of Brutal Doom's "just throw in everything" approach.
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# ¿ Jun 9, 2015 22:12 |
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Elliotw2 posted:No one has submitted one before because they've been unable to actually finish the game in a reasonable timeframe, it's too hard.
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# ¿ Jun 10, 2015 20:34 |
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Keiya posted:(Off-topic: hey arcsig, is there a puyo thread?)
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# ¿ Jun 10, 2015 23:49 |
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SavageMessiah posted:Hmm, maybe I can somehow alias a map <currentmap> and bind it to a key.
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# ¿ Jun 13, 2015 03:18 |
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Alain Post posted:HOME while playing prBoom+ normally restarts the current level at pistol-start. The problem is that this doesn't work when recording a demo, which means that if you gently caress up, you have to quit and run your .bat listing the PWAD/level/complevel all over again.
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# ¿ Jun 13, 2015 04:59 |
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I just gave Blake Stone: Aliens of Gold a shot for the first time. As someone who is a big fan of Wolf3D's simple arcadey gameplay, this game is a really neat twist on the formula. The silent pistol actually makes really cool use of the "stealth instakill" mechanic that went almost completely unused in Wolf3D, and the addition of an automap is a godsend, not just because it prevents you from getting lost, but it also means they can make the levels a lot more complex. Getting released one week before Doom was a death sentence though, it's a shame nobody really talks about this game.
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# ¿ Jun 14, 2015 21:35 |
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Woolie Wool posted:The "stealth instakill" in Wolfenstein isn't an instakill, it just doubles the damage applied to the enemy.
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# ¿ Jun 15, 2015 01:13 |
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I don't get why they hyped up the demo by saying that Doom is about "combat and running really fast" but then all they show is really really slow gameplay with constant QTE executions. I really hope it will be good but the demos didn't impress me. I'm guessing there's more to the gameplay but they just showed off that stuff for E3 because it's flashy.
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# ¿ Jun 15, 2015 03:34 |
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I really hope the "enemies spraying out healing items when they die" is not a replacement for health kits and is turned off on the higher difficulties.
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# ¿ Jun 15, 2015 04:35 |
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Cialis Railman posted:New doom looks awesome, sorry some of you nerds are too old to appreciate good games I guess
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# ¿ Jun 15, 2015 04:38 |
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Rupert Buttermilk posted:Saying that, I would absolutely LOVE to have more first-person games that involved non-violence, as that genre seems to be just filled with them. Just because you're looking out of the protagonists eyes doesn't mean your mission needs to be to end someone/something's life or hurt them.
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# ¿ Jun 15, 2015 15:15 |
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The Kins posted:Pinata monsters are probably the thing I have the least problems with in the Doom demo. They're a very videogame-y solution to resource acquisition. The loot pinatas are only one step above auto-regenerating health.
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# ¿ Jun 15, 2015 15:47 |
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RyokoTK posted:Actually pickups being on the ground is not the reason why I like Doom, I like Doom because it's fast-paced and has fun guns and fun monsters to blow up, and loads of user-made content for it. I don't give two shits where the ammo comes from. Ammo conservation has never really been an explicitly stated part of Doom's gameplay, certainly no more than it is based on Doom 4's gameplay video. Sure there are wads that make you count out each shell, but that is absolutely a minority.
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# ¿ Jun 15, 2015 16:10 |
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Elliotw2 posted:I'm really impressed that everyone's freaking out about game mechanics that are already in classic shooters. Blood already had the enemies dropping health thing and it worked there, Doom has always had enemies that exist entirely to give ammo gathering some basic challenge, it's just taking these ideas and modernizing them a bit more. It's also worth noting that these e3 demos are always played on the lowest difficulty with lots of cheats and scripts to keep the presenter from dying, so I wouldn't assume that the current pickup balance is final. I'm mainly just concerned that it will discourage map exploration by making health pickups less important (if they even exist? I don't recall seeing a single health pack in that demo outside of monster pinatas), and that kind of change makes me skeptical about the level design in general. I hope it doesn't come off like I hate the game because of this though because it looks pretty fun and I'll probably buy it.
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# ¿ Jun 15, 2015 16:20 |
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BoredMarc posted:Someone on twitter did some color manipulation on a doom screenshot:
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# ¿ Jun 15, 2015 17:22 |
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Worst case scenario, someone mods the "classic" color-scheme into the game. So it's not really that big of a deal to me. Of course it'd be nice if we didn't have to rely on mods.
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# ¿ Jun 15, 2015 17:28 |
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E: Posted in the wrong thread, that's what I get for having two threads open in a small window.
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# ¿ Jun 15, 2015 17:36 |
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Grimthwacker posted:Also, the focus on using melee finishers to recover health and ammo can break the flow of things. And where's the pistol?
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# ¿ Jun 15, 2015 22:42 |
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Nintendo Kid posted:It would be hilarious if the finishers actually result in less health/ammo popping out.
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# ¿ Jun 15, 2015 22:52 |
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Tracula posted:Alright, I'm brand new to this whole old FPS thing I got the Doom bundle on steam, Brutal Doom v20 and Zandronum. Dragging and dropping the .pk3 onto the exe works fine and the game mostly works but I can't seem to reload my second weapon when dual wielding and navigating the menus is more than a little bit of a headahce.
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# ¿ Jun 16, 2015 04:06 |
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Elliotw2 posted:https://www.youtube.com/watch?v=mCigiEuRvrA The ideal Doom 4.
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# ¿ Jun 18, 2015 06:17 |
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Elliotw2 posted:That's almost all because this is the second time they showed this game and it's still more than a year out. They probably only have the Revanants, imps, and Zombiemen/plasmamen as working enemies right now.
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# ¿ Jun 18, 2015 19:28 |
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Nintendo Kid posted:It's working for a lot of people dude.
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# ¿ Jun 18, 2015 19:35 |
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"It's not working" wasn't a point I was trying to make, just a theoretical scenario. I was just trying to say that if someone isn't excited for Doom 4, I don't think "well it's still in development" is a good excuse.
arcsig fucked around with this message at 22:32 on Jun 18, 2015 |
# ¿ Jun 18, 2015 22:28 |
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Wamdoodle posted:Just wanted to 2nd the recommendation against Wrack. It tries to bill itself as a combo focused kill a thon but the enemies take too much damage and are too far apart. The levels are definitely sparse, mostly straight hallways with small rooms connecting them. So disappointed with that one. Also, for being composed by Bobby Prince, the music leaves alot to be desired.
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# ¿ Jun 19, 2015 03:58 |
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Zaphod42 posted:I find this way is much easier than clicking on all those links: https://www.youtube.com/watch?v=8Y3RWlDz_AA
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# ¿ Jun 19, 2015 05:31 |
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Nokiaman posted:Just finished Hexen:DotDC! It was wayyyy less confusing than regular Hexen and I liked some of the maps a lot more.
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# ¿ Jun 23, 2015 14:38 |
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Squeezy Farm posted:They're giving the ECWolf guy a % of the sales which is chill. It's cool as hell, even if the game sucked I'd buy it just to support ECWolf but it's actually surprisingly fun.
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# ¿ Jun 24, 2015 15:18 |
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A.o.D. posted:I maintain that ziggurat vertigo was the best FPS map (3d and 2.5d) made during that decade. Why oh why are there so many shamblers?
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# ¿ Jun 24, 2015 15:26 |
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Linguica posted:So... they're allowing him to have a % of the sales...
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# ¿ Jun 25, 2015 00:17 |
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That doesn't necessarily mean we don't need a source port, though. I mean even if Doom.exe still ran on modern windows, people would still play GZDoom.
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# ¿ Jul 7, 2015 18:02 |
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E: Nevermind
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# ¿ Jul 9, 2015 17:10 |
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I like HL1's gameplay more than HL2's but HL2 does an admittedly better job at building a world and telling a story.
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# ¿ Jul 16, 2015 03:24 |
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Something about Cocoademons.
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# ¿ Jul 17, 2015 21:46 |
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Alain Post posted:Were any of the wave of retro-inspired FPSs in the past few years any good, really?
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# ¿ Jul 24, 2015 06:17 |
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E: Wait, my mistake, this is old news I think.
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# ¿ Jul 24, 2015 17:51 |
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I really don't want loadouts or unlock systems at all. Especially since the Rocket Launcher is one of the selectable weapons for your loadout. That's going to be a major blow to map control strategy. Why do they assume they need to have those things for the game to succeed? Counter-Strike Global Offensive doesn't have loadouts and the unlocking systems are purely cosmetic, and that's one of the most popular shooters on PC right now.
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# ¿ Jul 24, 2015 20:13 |
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Elliotw2 posted:Probably because the same designers are the ones who did Quake Live.
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# ¿ Jul 24, 2015 20:17 |
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# ¿ Apr 29, 2024 06:05 |
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RyokoTK posted:It's not impossible to assume that there will be some sort of spergy competitive mode where the items are on the map. I don't know. You can probably ignore my whining. I'm just a really big fan of the strategic mindgames in classic multiplayer shooters, and loadouts are an incredibly efficient way of killing a lot of that. Imagine playing Quake 3 except everyone spawns with a Rocket Launcher. (Actually, is that pretty much what Quake Live is now?)
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# ¿ Jul 24, 2015 20:28 |