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Temin_Dump posted:Sorry, man. I'm a stupid newbie. And honestly, I think the lowest point for this series is gonna be Wolf 3D, but I guess we'll see Wolfenstein 3D is great though. It gets pretty samey as you go through it (especially if you include SoD) but it's a fun and challenging game.
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# ¿ Apr 20, 2016 05:22 |
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# ¿ Apr 29, 2024 05:41 |
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Temin_Dump posted:It's on the secret master list that nobody but me and the gang get to see until it's all out there. Oh, and you mentioned in the video about enemies sometimes taking different amounts of damage in Wolf3D, and I think it's based on whether they're aware of you or not (and possibly other factors). But if you shoot a regular dude who hasn't reacted to your presence yet, you'll kill him in one hit. The same seems to apply to the player on Death Incarnate difficulty, where a guy shooting you from behind can kill you in one hit.
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# ¿ Apr 20, 2016 08:16 |
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Temin_Dump posted:Hey, everyone. Part 2 is up here! So what was supposed to be at the end of that maze?
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# ¿ Apr 26, 2016 18:03 |
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Wa11y posted:even online games called MUDs (Multi User Dimensions, is what I always heard they were called). The MUD I remember seeing most often was Legend of the Red Dragon but I know there were others. There were pretty much pre-MMORPGs. If other players were online, you could interact with them, and your state would be saved so you could pick up where you left off. PSWII60 posted:Ok those were the guys in white I was thinking of I guess. Odd, my memory has them in white kung-fu gi like Ryu instead of Nazi uniforms. My memory of Wolfenstein is really fuzzy it seems.
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# ¿ May 4, 2016 03:49 |
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Duke Nukem novels would either be hilarious or absolutely unreadable.
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# ¿ May 12, 2016 03:37 |
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Hitlers Gay Secret posted:Good god, I remember watching my dad struggle to get the sound working in Duke Nukem 3D back when it first came out. So glad we're (sorta) past those days. The real hassle were those DOS games that needed a ton of conventional memory and you had to do all sorts of fiddling with your autoexec.bat and config.sys to try to make enough memory free for them to run. Sharp_angus posted:Anecdote: Wolf3D was the first thing my dad and I played when he splurged on the Soundblaster PRO. Hearing the metal door in E1M1 and the ACHTUNG! for the first time are memories he and I still yammer on about today
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# ¿ May 13, 2016 04:41 |
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Edminster posted:So how does Wolf3D handle aiming, anyway? Because it looks like you can be aimed a decent ways away from an enemy and still hit them. It's all keyboard controls and no strafing, and movement is quite rapid, so it has to have a fair degree of auto-aiming. You'll notice a lot of running into and grinding along walls, and that's because it's pretty hard to avoid. That's just how you move in this game.
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# ¿ May 16, 2016 17:42 |
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Are you going to do any more of Keen or was that a one-off thing?
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# ¿ May 19, 2016 17:41 |
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Reminds me of The Legend of Darkmoon, a game I played as a child and never got more than a tiny way into because it's ridiculously difficult and unintuitive (and reading the manual was a problem when you were playing a game you copied from your uncle who got it from a coworker whose son got it from a friend).
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# ¿ Jun 5, 2016 11:25 |
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oldskool posted:I really enjoyed Blake Stone as a kid, but I can't honestly remember why. It was mediocre at best & I had no inclination to play it again...until right now. Yeah, I always liked a lot of things about Blake Stone but it somehow just never added up to a game I actually wanted to play. I think I might have beaten the first couple of levels, but I never played it much.
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# ¿ Jun 8, 2016 13:19 |
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God, that chaingun-equivalent is just the worst. Who thought covering the majority of the screen with the weapon sprite was a good idea?
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# ¿ Jun 12, 2016 07:23 |
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I got the enemy names from DeHackEd (which is a thing I hope you're planning on covering at some point), so I always called the "former sergeants" just sergeants, and "former humans" troopers. And you said it has to be a single damage source to gib enemies, so you can't do it with a shotgun. Is that just a thing for the first version? Because I'm pretty sure I've gibbed dudes with a shotgun in either Doom or Doom II. double nine posted:Man, where is the time that it came on 4 floppy discs that you had to switch out during installation -and it'd take half an hour to get through the whole process? Gloomy Rube posted:I am so glad to hear that I'm not the only one to pronounce "Gib" that way. "Jib" just sounds so dang weird to me. Thyrork posted:Who the gently caress calls it Jif? Temin_Dump posted:I'm playing with a keyboard until like the Quake era, so if it looks like I'm doing badly, that's my poor excuse.
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# ¿ Jun 15, 2016 14:49 |
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Y-Hat posted:Does the chainsaw stunlock the Demons? I think it doesn't quite, but they are very unlikely to attack you while being chainsawed.
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# ¿ Jun 16, 2016 04:48 |
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Temin_Dump posted:I don't know if you've played the Playstation port or not, but I think it can happen there(if not, in one of the console ports at least). But as far as the PC versions go, I'm like 99% sure you can't gib enemies with the super shotgun. Gloomy Rube posted:Speaking of controls, I've become accustomed to using space bar as use because of early FPS games, so I can't handle the modern "Press E to use" system. GunnerJ posted:Haha, same. It's just incomprehensible to me. Like what's most bizarre is the keybindings I used. In hindsight, why the hell didn't I use WASD for movement and the direction keys for looking around? It's so obvious (since the mouse is near the direction keys, of course). But nope, I was still using directional keys for look left-right/move backwards-forwards, while somewhere near WASD I had move left-right and look up-down. nielsm posted:Original Quake didn't have mouselook enabled by default. In fact it's a "hold toggle" originally, you have to hold a key to look with the mouse. The keybind for that is "+mouselook" (or maybe "+mlook"), with a matching "-mouselook" command that turns it off. Binding a key to a command that starts with + causes the + command to execute when pressing the key down, and the - command to execute when releasing. But a side effect of that is that you can just type +mouselook in the console (also a Quake first!) or in your autoexec.cfg script and have it enabled indefinitely.
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# ¿ Jun 16, 2016 18:01 |
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Woebin posted:It seems really obvious to me that your thumb should go on space in this scenario, no? Minty posted:finally got around to watching the video: it's explained there, why is this a discussion in thread? Golbez posted:what are you serious Psychotic Weasel posted:I managed to get through Duke3D using nothing but the keyboard as a kid and I don't have any clear memories of playing games like Quake and Unreal for the first time, which came about in the era of switching away from hitscan and more towards mouse look.
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# ¿ Jun 17, 2016 04:45 |
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I love the monster infighting in Doom. I think you're slightly wrong about how it works though. Enemies are immune to the projectiles of their own species (barons of hell and hell knights count as the same species for this) and so an imp that gets hit by another imp's fireball will ignore it, but it is possible for two imps to get into a fight with each other if one hurts the other in another way (like by blowing up a barrel). If that happens they will throw (harmless) fireballs at each other, but also can scratch each other, which does hurt them. Enemies with hitscan weapons can hurt each other fine and will infight frequently, and enemies with melee attacks only can't miss with them and so will only infight in retaliation, so demons and spectres can never start fighting each other like that. You also talked about different people using different weapons, and that's certainly true. Once I get a shotgun I never stop using it until I switch to the rocket launcher in the last level. I just don't see any value in the chaingun or chainsaw at all in episode one. I'll concede that the rocket launcher can be useful earlier, but I get kind of paranoid about running out of ammo for it. Speaking of the last level, I really like it. It reminds me a lot of the last level of the first episode of Wolf3D. You get a real sense that something big is coming, and it's a very simple and straight path to this final arena, and when those two boxes open up and the barons scream at you it's really effective. Also the spectre invisibility works really well in this level too, you can barely see them at all against that background.
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# ¿ Jun 18, 2016 07:30 |
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Re: telefragging: These are vague memories from playing around with DeHackEd, but IIRC if give a monster a ridiculous amount of health and the payer a ridiculous amount of health, one teleporting into the other just results in them getting stuck in each other and not being able to move rather than dying. Re: E2M2: I always loved how co-op players started in different locations in this level, and the raising floors in the blood pool room. But I didn't know about that first soul sphere and I don't think I ever went through the yellow door either. I played way more of episode one than any of the others until Doom II, which I played a lot of the first third or so but not so much after that. Re: enemies: That first non-boss Baron is one of the best ever examples of a boss coming back as a regular enemy, because in the first episode they really stand out and are genuinely tougher to beat than anything you've seen before. By the time you see one in episode two, it's actually not that much of a challenge and doesn't seem out of place as a normal enemy. And thematically it works since you're now entering hell and it makes sense that the biggest demon to make it to the world of the living so far is a one that's actually relatively common. And Lost souls are the best enemy design. They're just cool. I don't remember what level comes next, but I hate Deimos Lab. As you were playing it I just kept thinking "Oh god, this level. I hate this level." I don't know if the next video is going to have me going "Oh right. No. This level. I hate this level." or if it's going to be a point of contention. 0 rows returned posted:I'm split on episode 2 because I don't think Tom Hall was a very good map designer, but it's the episode I remember most from playing as a kid. They do sort of resemble what I'd imagine future refineries and lab facilities might look like
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# ¿ Jun 22, 2016 15:22 |
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Your talk about ammo shortage struck me, because I was trying to play through episode two and had that exact problem in E2M4 (Deimos Lab). I was trying to get monsters to fight each other as much as possible, I killed at least two cacodemons with crushers, I went back and scoured the level after I got the computer area map, and I still ended up running out of ammo and dying.nielsm posted:I printed out the documentation for Duke Nukem 3D sector tags, sector effectors etc. for mapmaking, and put it in binders. That got plenty of use! Actually I may even still have it... or maybe I finally trashed it a few years ago. Lady Naga posted:I feel like they did the same thing with Doom 2 but I'm not sure if others feel the same way. Kaboom Dragoon posted:The actors themselves are great - I mean, you've got Karl Urban, who's always solid, up against Dwayne Johnson, the most charismatic guy you could ever have a mancrush on. It's just that, FPS section aside, it never gets as gleefully dumb as it could. You know, the kind of thing that made Turbo Kid or Far Cry: Blood Dragon as enjoyable as they were, just acknowledging the premise is silly and having fun with it. It's all treated very po-faced, and it suffers for it.
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# ¿ Jul 1, 2016 13:03 |
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Wamdoodle posted:Doomguy would never take his helmet off No, he needs to take his helmet off. He just needs to convey everything with his eyebrows. No dialogue, no sign language, just pain reactions and
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# ¿ Jul 1, 2016 18:40 |
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Wamdoodle posted:The player makes no noise at all in game I believe. Gimbal lock posted:The doom space marine is barely anything more than aggression in human form and only exists to White Coke posted:As fun as it is to play as the Doomslayer he wouldn't work as the protagonist of a movie, either he needs to be the antagonist or there should be another group of people for the audience to care about.
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# ¿ Jul 2, 2016 09:01 |
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MechaCrash posted:Having a ton of ammo and no yellow key via cheating can be explained: in addition to the commonly known IDDQD and IDFKA, there is also IDFA. It gives you all of the weapons and full ammo, but no keys. Thus IDFA instead of IDKFA. Did people not know about that one? I thought that was always the preferred cheat because you just get the weapons and ammo without skipping any of the level.
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# ¿ Jul 3, 2016 21:18 |
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Aerdan posted:Practically none, though there are some games that don't let you cheat 'til after you beat the game (e.g. DNF) I've never understood games that make you unlock cheats. Although that goes for unlocks in general. If there's a campaign or story mode then it makes sense that you only get this item or ability at this point, but for games like racing or fighting games where you can just jump in and do one-offs, why are you stopping me from playing with all the toys that I bought? Who benefits from me not being able to do what I want to here?
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# ¿ Jul 6, 2016 03:29 |
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ExplosiveCoffee posted:Sorry about that, ill tone it down for the future kinda glad someone said something though otherwise I would not know I was annoying people with the sandy peterson stuff and the Olive garden poo poo. Gloomy Rube posted:I wouldn't mind having a video to watch every day NGDBSS posted:For a short history lesson, back in 2004 Fantasy Flight Games published Doom: the Boardgame, which was based partly on Doom 3 and partly on old dungeon crawlers such as the elder versions of D&D. Play consisted of several "human" players each controlling a Marine trying to fight off Invaders controlled by a separate "demon" player in deliberately adversarial style.
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# ¿ Jul 29, 2016 17:37 |
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Temin_Dump posted:
Temin_Dump posted:Alright, this whole situation's starting to stress me out now. I think what I'm gonna do is finish posting this year's Doom wads as we've recorded them, and when we get to the next round of wads, I'll be considerably more discerning in what I choose to keep in the videos. Honestly, I'm having fun doing the videos the way we already are, but I want you guys to enjoy the experience as well. Temin_Dump posted:Return to Phobos Part 2: Also, do you not like invisibility? I've noticed you seem to avoid picking it up.
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# ¿ Aug 10, 2016 10:44 |
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Alexeythegreat posted:What? Why did I never know about this? You really weren't missing much. The sprites are all massive (so monsters clip through doorways and low ceilings and items block your view of stuff) and the audio clips seem to be fairly arbitrarily chosen and get super repetitive. You basically use cheats to skip around to a few different levels to see all the replacements and then never play it again.
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# ¿ Aug 11, 2016 03:42 |
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Crazy Achmed posted:[edit]my hope for DOG.WAD is a hacky implementation of dog mode from rise of the triad. Replace fist with dog snout for the melee attack, replace BFG for the "everyone explodes" attack and make its projectile invisible. Job done.
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# ¿ Aug 17, 2016 16:06 |
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give me thread posted:gently caress yeah DeHackEd! I used to screw around with it as a kid. You can make some cool poo poo, like a flame thrower out of the plasma gun by changing the plasma sprite to be the explosion spirte of an imp fireball, and the plasma hit sprite into an arch vile flame, increase the rate of fire. Or just up the rate of fire on the BFG for total splatter. Good times! You can totally gently caress around with it to make Doom crazy. One of my favourites was to remove the reload frames from the super shotgun, set all its remaining frames' timing to the minimum, and replace the bullet puff and blood droplet with the rocket explosion. If you held down the fire button for more than about a second the game would crash.
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# ¿ Aug 28, 2016 12:05 |
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Temin_Dump posted:Serenity -- By Bjorn Hermans and Holger Nathrath I don't know exactly how it works, but there is certainly a difference between dropped shotguns and placed ones, because you can used DeHackEd to replace one while leaving the other. The thing is though, they're not separate objects. The way it works is that each object has a Thing number and an ID number. The ones placed in the level reference the ID number and the dropped ones reference the Thing number. You can change ID numbers but not Thing numbers, so what you do is you swap the IDs of the shotgun and some other object, then placed shotguns will be the other thing while dropped ones will still be shotguns. From there you can mess with either one without affecting the other. (I think this is accurate but it's been a while so I may have some details wrong)
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# ¿ Sep 3, 2016 17:37 |
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Temin_Dump posted:Doom II: Hell on Earth I think those two lost souls who were stuck together are actually specifically positioned like that - it's not some weird glitch, it happens every time.
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# ¿ Sep 20, 2016 18:41 |
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For me, these three maps basically are Doom II. They're the stand-out levels that really exemplify the Doom II experience.Meaty Ore posted:You , sir, are a hell of a lot better at fragging Mancubi than I am. I find them more of a PITA than revenants, personally; my first death usually comes at Dead Simple when I'm playing through.
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# ¿ Sep 29, 2016 16:50 |
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I hate Refueling Base. It's not the worst level (because the worst section of the game is still to come) but it's often where I would stop playing. Circle of Death is really cool though. And arch-viles are awesome. They're probably the hardest monster to get a handle on, but they're not too bad once you do, because literally any barrier will block them, no matter how small. As long as it blocks you from walking, it blocks the arch-vile attack. And raising the dead is always cool. Actually, my only problem with them is that they're too cool. If they'd divided raising the dead and the arch-vile attack between two different monsters it would have been awesome, but as it is arch-viles are so dangerous and you have to kill them so quickly that you almost never get to see them revive anyone. They do allow for some really awesome DeHackEd stuff though, because you can use that to split their abilities between different monsters. One of my favourite mods I made was to make it so that troopers dropped semi-invisible troopers with no attacks instead of bullets, and those semi-invisible troopers had the arch-vile resurrect ability, so basically you'd kill a zombie guy and his ghost could then re-possess the corpse or any other convenient corpse. Temin_Dump posted:E: Just remembered I wanted to ask you all something. Hypothetically, if there was a Doom wad that contained no custom music, how would you feel about me replacing the soundtrack with something different? I'm asking because there are plenty of wads that do just that, and I think it might get annoying hearing the stock music over and over again. 90s Cringe Rock posted:I actually like Coffee grumbling about Sandy Peterson's love of the most adorable monster.
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# ¿ Sep 30, 2016 18:32 |
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I hate these levels. In fact, I think I pretty much hate episode two. It's been a while, but I don't remember actually liking any of the city levels. It gets good again afterwards though.
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# ¿ Oct 5, 2016 16:57 |
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I think this is the one City level that I kind of almost like.
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# ¿ Oct 8, 2016 17:42 |
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Here it is, the worst loving map, the suburbs. And the courtyard is neat conceptually, but to actually play it's just terrible. The city is the worst.
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# ¿ Oct 12, 2016 18:43 |
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LogicalFallacy posted:I believe the damage floor in that room actually ignores idkfa. To survive it you actually need idkfa2, which is also (iirc) the only way to survive a telefrag. I'm pretty sure idkfa2 is not a cheat in the original version of the game (although for all I know it may be in one of the newer versions), and IIRC telefrags will kill you with god mode on (although not if you use DeHackEd to give yourself ludicrously high health). You will get stuck on whatever would have telefragged you though and have to noclip away (or kill it with rocket launcher splash damage).
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# ¿ Oct 18, 2016 06:12 |
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Fabulousity posted:Monster Condo always stuck out to me as a weird level that probably belonged in the second act of Doom 2. Maybe just after Suburbs? Thematically the level name really doesn't seem to correspond to what the level is... Just like Suburbs. Except that, unlike the city levels, Monster Condo is good.
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# ¿ Oct 28, 2016 02:23 |
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Psychotic Weasel posted:I think John Romero being the man behind the Icon Of Sin is even more funny now because of everything that's happened since the game came out - he wasn't exactly a household name back in the early 90s so at the time that wouldn't have been more than an office in-joke that most people playing the game wouldn't have gotten. And now he's just know for the guy who made one of the worst, most over hyped game in history so it's even more ironic. I wouldn't say he's just known for that. It's that and Doom.
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# ¿ Oct 28, 2016 17:22 |
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This game is really cool. I've never actually played it (although I did play Hexen), but it seems like such a jump from Doom to this. There's all this cool new stuff, which is actually just iterations on previous stuff but is packaged in a way that makes it seem a lot more exciting than it is. And I really like how you lose most of your inventory at the end of the level. I'm pretty sure it would have annoyed the poo poo out of me if I played It when it came out, but having played so many games that I finished with a full inventory of stuff I was saving "for when I really need it", I appreciate a game that just says "use it or lose it".
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# ¿ Nov 11, 2016 13:49 |
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KozmoNaut posted:makes all health items use-on-pickup, so you don't end up with a hoard of Quartz Flasks that you forget to use. That sounds like a downgrade to me, because health items you can carry with you are a great solution to the issue you have in Doom and similar games of barely surviving an encounter and knowing that there's a bunch of health way back at the start of the level, but you don't want to go all the way back and get it.
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# ¿ Nov 20, 2016 14:39 |
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# ¿ Apr 29, 2024 05:41 |
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Mancubuses with tiny little wings is such a brilliant idea I can't believe I haven't seen it done. And a fantasy BFG is obviously the hand of god from ROTT. You got as far as ROTT weapons but didn't think of that?
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# ¿ Nov 30, 2016 17:33 |