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Doom is one of the cornerstones of first-person shooters. Released in 1993 by id Software and building off its predecessor Wolfenstein 3D, Doom practically invented the genre as we know it with its bloody, chunky and satisfying action, speedy pace, and a savvy marketing plan to release its first levels as shareware. With Doom Eternal releasing on the day this thread begins, it's as good a time as ever to look back on the beloved original and see how well it holds up now. ---------------- The Story: You are Doomguy - or at least, a guy in Doom - a space marine who's been sent to Mars where the forces of Hell have appeared and are in need of getting chainsawed. Why isn't important, so get to shootin'! (According to Wikipedia: "In the future, the player character (an unnamed space marine) has been punitively posted to Mars after assaulting a superior officer, who ordered his unit to fire on civilians. The space marines act as security for the Union Aerospace Corporation's radioactive waste facilities, which are used by the military to perform secret experiments with teleportation by creating gateways between the two moons of Mars, Phobos and Deimos. Three years later, Deimos disappears entirely and "something fraggin' evil" starts pouring out of the teleporter gateways, killing or possessing all personnel. The Martian marine unit is dispatched to investigate, with the player character left to guard the perimeter with only a pistol while the rest of the group proceeds inside the base and is killed. Being unable to pilot the shuttle off of Phobos by himself, he realizes that the only way to escape is to go inside and fight his way through the complexes of the moon base.") ---------------- The LP: JigglyJacob takes the lead in this first of a series of Doom LPs (sorry, no Doom 3), with myself (ThornBrain) and TorpidTypist joining him on co-commentary. This will be an All Secrets run, and Jacob is technically playing Ultimate Doom, which contains an additional fourth episode. ---------------- ThornBrain fucked around with this message at 20:03 on May 8, 2020 |
# ? Mar 20, 2020 20:06 |
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# ? Apr 25, 2024 13:10 |
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I'm ready for some ripping and/or tearing. edit: Dunking on Bethesda is always a great time and I'm all for it, but their (well, Nerve Software's) recent ports of Doom have been fixed completely and are actually really good now. Proper aspect ratio, correct music and sound, correct lighting, 60 fps, no stupid Bethesda.net login requirements, add-on support (albeit limited on consoles), the works. They're now totally worth picking up. DMorbid fucked around with this message at 20:58 on Mar 20, 2020 |
# ? Mar 20, 2020 20:32 |
Playing on HMP? Shameful.
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# ? Mar 20, 2020 23:18 |
The big thing that makes shotgun guys dangerous is that they're hitscan weapons, so it is impossible to dodge their shots after they're fired the way you can with Imp fireballs. This isn't so bad when you're facing them head on, because dodging can spoil their aim before they shoot, but situations like at the end of the video where they open up on you from nowhere can really ruin your day.
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# ? Mar 20, 2020 23:19 |
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anilEhilated posted:Playing on HMP? Shameful.
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# ? Mar 20, 2020 23:21 |
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Doom has a surprisingly long intro story in the README file that shipped with it. The only correct sound of Doom's music is, of course, the Sound Blaster version, but if you want something fancier, the MT32 version is really nice. Some nerds online made a LP recording of it that LGR reviewed recently. The Swastika removal is not recent but happened in one of the early versions (it was there in 1.2 but not in 1.666, so it must have been removed there or in 1.4). It would not have been allowed in Germany otherwise. The very first secret you took (to get into the outside yard) was also not there is early versions. While a lot of things in Doom are random (well, pseudo random; Doom has a list of 256 "random" numbers it cycles thru for all its randomness), gibbing is not one of them. Gibbing happens with overkill, i.e., when you hurt a monster at least twice its initial health. That's why it is easier to gib the regular zombies (called former humans in the aforementioned README) than most other enemies, especially with barrels or the rocket launcher.
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# ? Mar 20, 2020 23:26 |
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Not quite the original FPS, but DOOM is the one that set the standards for everything that was to come. Still has an active modding community to this day, many of them in vanilla-ish maps! Look up Doomworld for maps, PrBoom+ and GZDoom for source ports, and away you go.
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# ? Mar 20, 2020 23:29 |
Doc M posted:I have to play Eternal on HMP because Ultraviolence in that game is about ten times harder than it was in Doom 2016 Anyway, since ranged combat was mentioned: while it is true your shotgun doubles as your sniper rifle, there is one weapon that's better at it and that is the chaingun. Thing is, while it does have a bullet scatter, that spread applies only from the second shot onwards: the first two bullets (one click/press) fired will always hit the crosshair/middle of the screen. If you keep tapping Fire instead of holding the button down, you get a gatling sniper rifle. Roluth posted:Not quite the original FPS, but DOOM is the one that set the standards for everything that was to come. Still has an active modding community to this day, many of them in vanilla-ish maps! Look up Doomworld for maps, PrBoom+ and GZDoom for source ports, and away you go. anilEhilated fucked around with this message at 23:38 on Mar 20, 2020 |
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# ? Mar 20, 2020 23:32 |
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anilEhilated posted:Yeah, but this is Doom 1, it doesn't get tricky until E4. I never beat Thy Flesh Consumed on Ultraviolence, although I did get all the way to E4M6 so I probably could've done the rest if I had bothered.
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# ? Mar 20, 2020 23:36 |
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The music in that secret level sounded more like an accordion to me. This game was the rest of my childhood along with the Sierra and Lucasarts adventure games. I enjoyed messing with level and sound WADs, but my favorite thing to do was to use DeHackED to modify some of the executable. I could probably do more with it if I bothered to study what was going on better, but I did things like make Imp fireballs shootable, reduce all of the frames of every weapon's firing animation to the minimum duration so the shotgun fires at about the speed of the chaingun, and reduce the speed of rockets so I could stand at one end of a room, unload all of my rockets, then run ahead of them and open a door to let the enemies inside have a room full of explosions. I also set the final death frame for every enemy from "corpse sprite" to "walk sprite" so any enemy that died became a ghost with no physical presence but full attack capability. Nightmare mode had nothing on that.
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# ? Mar 21, 2020 02:02 |
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I'll contribute to midi music discussion by saying that I think the bit called out as a harmonicacwas actually more like an accordion.
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# ? Mar 21, 2020 04:20 |
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klafbang posted:Doom has a surprisingly long intro story in the README file that shipped with it. The original game design was way, way more complex and story intensive than the final game ended up being: https://5years.doomworld.com/doombible/doombible.pdf Highlights of cut content included a much bigger story, multiple playable characters and an emphasis on co-op, and less abstract level design. Good thing they realised the scope creep before it killed the game off.
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# ? Mar 21, 2020 04:46 |
For anyone who hasn't read it, Masters Of Doom is a very good telling of the story of ID Software's early days up until after Romero left. The creation of DooM is, of course, the centerpoint of the story.
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# ? Mar 21, 2020 05:08 |
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klafbang posted:Doom has a surprisingly long intro story in the README file that shipped with it. You're right, the E1M4 swastika was in the game from initial release until patch 1.4 changed the shape. John Romero's comments suggest it was put in as wink to Wolfenstein and was later removed due to complaints. The E1M1 secret door to the yard was added with version 1.9 which was released with Ultimate Doom. Mandatory link to Decino's YT channel which has a lot of interesting videos reviewing the technical aspects of how Doom works: https://www.youtube.com/channel/UCJ8V9aiz50m6NVn0ix5v8RQ The one on how Doom handles random number generation is really cool. Is this LP going to include Sigil?
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# ? Mar 21, 2020 05:52 |
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You mentioned the meme about running Doom on literally everything, here's one that always cracks me up. I can't imagine it's real but it's still fantastic! https://www.youtube.com/watch?v=NRMpNA86e8Q
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# ? Mar 21, 2020 06:17 |
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Nidoking posted:I enjoyed messing with level and sound WADs, but my favorite thing to do was to use DeHackED to modify some of the executable. I could probably do more with it if I bothered to study what was going on better, but I did things like make Imp fireballs shootable, reduce all of the frames of every weapon's firing animation to the minimum duration so the shotgun fires at about the speed of the chaingun, and reduce the speed of rockets so I could stand at one end of a room, unload all of my rockets, then run ahead of them and open a door to let the enemies inside have a room full of explosions.
¹ This prevents intentionally placed bullet ammo from being replaced with ghosts. Somehow. Fabulousity posted:You're right, the E1M4 swastika was in the game from initial release until patch 1.4 changed the shape. John Romero's comments suggest it was put in as wink to Wolfenstein and was later removed due to complaints.
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# ? Mar 21, 2020 10:58 |
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Regarding goofy yet great midi music in this game, I wanna point out that the community has not only been pumping out 25+ years of great map content, but also some really loving banging midi tunes made by a number of community members: https://www.youtube.com/watch?v=yCrjTlvt8p0 https://www.youtube.com/watch?v=Z8M7_QM_Q6s There are hours and hours of this stuff across dozens of WADs, it's awesome. Nidoking posted:I did things like make Imp fireballs shootable, [...] and reduce the speed of rockets so I could stand at one end of a room, unload all of my rockets, then run ahead of them and open a door to let the enemies inside have a room full of explosions. Tiggum posted:Some of my favourites that I remember:
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# ? Mar 21, 2020 12:52 |
The whole Ancient Aliens soundtrack is worth listening to, it's just awesome. Basically the Doom fandom is dedicated as hell and the game is still very much alive thanks to that. e: VVV And yes, plenty of MIDI covers of varying quality for rock and metal songs too. anilEhilated fucked around with this message at 13:57 on Mar 21, 2020 |
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# ? Mar 21, 2020 13:00 |
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an_mutt posted:Regarding goofy yet great midi music in this game, I wanna point out that the community has not only been pumping out 25+ years of great map content, but also some really loving banging midi tunes made by a number of community members: https://www.youtube.com/watch?v=ZkjyK5Yrows
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# ? Mar 21, 2020 13:48 |
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Beartaco posted:You mentioned the meme about running Doom on literally everything, here's one that always cracks me up. I can't imagine it's real but it's still fantastic!
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# ? Mar 22, 2020 08:18 |
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Nidoking posted:The music in that secret level sounded more like an accordion to me.
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# ? Mar 22, 2020 19:12 |
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In regards to Doom music resembling other metal songs at the time.... https://doom.fandom.com/wiki/Doom_music Yes.
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# ? Mar 24, 2020 04:16 |
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Oh man. This makes me want to share some of my favorite Mods and WADs. I use GZDoom to run these. Epic 2 is a 32 map WAD that uses assets from another Doom-like FPS called Powerslave. Powerslave was heavily Egyptian themed, and Epic 2 gives it a Stargate style Space Egypt twist as you work through the later maps of the WAD. This combines interestingly with the following two mods: Nazis V2 is the obligatory Wolfenstein in Doom mod. It replaces all of the guns with WW2 style pistols, machine guns, rifles and shotguns. Your fist is replaced with a shovel. All of the enemies are replaced with Wolfenstein style enemies, though the enemy list goes beyond what was available in standard Wolf3D to allow for an expanded roster of Nazi's to shoot in the face. In another interesting departure from classic Doom, neither your bullets or enemy bullets are "hitscan", that is just pointing and pulling the trigger don't guarantee a hit. You'll have to lead your target, and it also give you a chance to dodge attacks, turning the game almost into a bullet-hell shooter. Combining this mod with The map-pack above results in what almost feels like playing through an Indiana Jones FPS. Metroid Dreadnought almost has to be seen to be believed. The mad genius behind this mod basically ported the gameplay of Metroid Prime into the Doom Engine, complete with almost all of the suit and power beam upgrades. (And yes, the game freezes and plays the "You got an upgrade" ditty every time you find one. And also yes, you can skip it.) It boasts an impressive arsenal of different beam types and missile types, has a morph ball mode that does change your size, shifts you to a third person camera, and allows you to go places the Doomguy just can't, and lets you find double jump and space jump functionality. There's just one problem with this mod: it's been abandoned since 2014 and never got any maps or enemy packs, which greatly limits the amount of fun you can have with it. Samus's movement abilities can also break the intended difficulty of maps super hard, often allowing you to skip straight to the end. Epic 2 is the closest mapset I have found that matches the aesthetic of the Metroid series, without being broken too easily by the abilities the mod grants you. *EDIT* Apparently there was an update in September of last year that lets it work with newer versions of GZDoom and also adds some additional functionality and possibly some levels? Just noticed and haven't messed with it. This appears to be the work of someone other than the original author. Anyone else have any fun mod combinations and map packs? RickVoid fucked around with this message at 07:51 on Mar 24, 2020 |
# ? Mar 24, 2020 07:45 |
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Well, if we're posting about that, The Adventures of Square is a total conversion that's amazingly good in every way. https://www.youtube.com/watch?v=awhVWdoq448
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# ? Mar 24, 2020 08:19 |
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Another WAD I've seen quite a few recommendations for is Eviternity. It has some extremely good visuals and high-quality level design. Apparently it's also rather beginner-friendly compared to other WADs: It starts out somewhere in the range of Doom II's difficulty and steadily ramps it up. There's also a thread for collectively playing Doom WADs and mods over at the retro forums; it has a bunch of other recommendations and assorted tips for getting started.
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# ? Mar 25, 2020 12:27 |
Carpator Diei posted:Another WAD I've seen quite a few recommendations for is Eviternity. It has some extremely good visuals and high-quality level design. Apparently it's also rather beginner-friendly compared to other WADs: It starts out somewhere in the range of Doom II's difficulty and steadily ramps it up.
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# ? Mar 25, 2020 18:42 |
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Probably my favourite WAD (just for the story behind it) is "A Better WAD Pulled Out My rear end" (Doomworld link), a joke WAD made in response to Doom: Rampage Edition. Ignore all the editing, I'm being dumb and got my facts seemingly wrong, only to find out I was right the first time. theenglishman fucked around with this message at 20:24 on Mar 25, 2020 |
# ? Mar 25, 2020 20:19 |
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The most difficult part about going back to DOOM is no fricking crosshair.
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# ? Mar 26, 2020 10:22 |
The Lone Badger posted:The most difficult part about going back to DOOM is no fricking crosshair. If that bothers you, every source port has an option to add one.
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# ? Mar 26, 2020 10:50 |
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Every gun is in the center of the screen and it autoaims? Tried to watch this at 2x speed and Doom is just too fast, I was almost getting nauseous.
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# ? Mar 26, 2020 19:17 |
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Doom at "normal" speed with weapon sway turned on can do this to people. At 2x speed I'm not surprised it got you.
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# ? Mar 27, 2020 01:02 |
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The doom movie making people sick was really just staying faithful to the source material
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# ? Mar 27, 2020 02:14 |
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FoolyCharged posted:The doom movie making people sick was really just staying faithful to the source material I thought the "FPS" part of the movie was completely comatose in terms of pace. Then again I'm used to having -turbo 250 on in the game
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# ? Mar 27, 2020 02:30 |
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Fabulousity posted:I thought the "FPS" part of the movie was completely comatose in terms of pace. Then again I'm used to having -turbo 250 on in the game I was just talking about the motion sickness. That scene had stuff much worse than the walking pace in it. It had... reloading
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# ? Mar 27, 2020 02:48 |
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Not enough muscles. We need more!
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# ? Mar 27, 2020 20:08 |
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This demake is weird, why'd they take out the glory kills?
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# ? Mar 27, 2020 21:13 |
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there's something about this waddling dong-and-daisy-dukes interpretation of doomguy y'all have come up with that seems it should only ever be realized in Chad format.
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# ? Mar 27, 2020 22:15 |
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Fun facts: The maps in DOOM are entirely two-dimensional. Any given point on the map has one floor and one ceiling, and that's it. There is no point when a hallway or room can cross above or below another room. This makes maps easier to generate, but more difficult to make seem like winding paths or tall facilities. There are some clever tricks used in some places. The infighting in this game was so popular that there was a screen saver of it way back in the day. It was one of my favorites, although I usually switched it out for You Bet Your Head.
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# ? Mar 27, 2020 23:07 |
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Fish Noise posted:there's something about this waddling dong-and-daisy-dukes interpretation of doomguy y'all have come up with that seems it should only ever be realized in Chad format.
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# ? Mar 27, 2020 23:11 |
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# ? Apr 25, 2024 13:10 |
Monsters of the same type can infight with melee attacks, you just rarely see this, and when you do it is with melee-only monsters such as the Pinky, because it is really hard to get two imps to aggro each other. I've been playing for years and only seen it two or three times with ranged-capable enemies.
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# ? Mar 28, 2020 01:17 |