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Capilarean
Apr 10, 2009
Awesome OP you got there.

I'd like to mention Magic Carpet, a rather overlooked FPS that suffered heavily from being ahead of it's time as well as Doom's killer popularity.

Aside from heaving pretty awesome graphics,the first thing you will probably notice is the fully 3D,fully deformable terrain.In 1994. I'm not talking some halfassed bumps/discoloration,you get to summon castles from nothing,cause huge craters with meteors or even summon volcanoes.
There's also some rather interesting stuff with environments(for example,you can torch a forest to kill monsters hiding within),towns which actually traded between each other and expanded,and rudimentary physics(mostly gravity,really).

Unfortunately when it came out you needed a top-of-the-line computer to actually play it and a network card to try the multiplayer,unlike Doom,which ran on any old thing even back then.

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Capilarean
Apr 10, 2009

bbcisdabomb posted:

So how about them Flemoids? Scariest 2.5D enemies, hands down.

Come to think of it, there's no Chex Quest blurb! I can't be the only one who played CQ before Doom.

Chex Quest is mentioned. Incidentally,did you know there were 2 episodes made for the cereals? And that years later,one of the original creators made a 3rd one for all the fans? It really is pretty fun, you should check it out.

Capilarean
Apr 10, 2009

Yodzilla posted:

You can minigun cacodemons in half :pwn:


And man old level design was so weird. Everything is just nonsensical random-rear end hallways with weird textures but somehow Doom make it flow. Episode 2: Halls of the Damned is a mindfuck.

Yeah,back then they couldn't really make anything look like anything.Still a nonsensical level design that's fun to play is far better than any attempt at realistic maps.(Looking at you,Doom 2)

Capilarean
Apr 10, 2009

Cephalectomy posted:

For a while we had a steam skulltag group and I remember going to a few goons on skulltag saturdays or sundays or whatever they were.

Well if there's enough interest,there's no problem in restarting. Fridays proved to be a pretty good time,so we could try a few probationary doomdays to see if there are enough people around. I could try hosting and if that wouldn't work out and nobody else would be able to host, a university in here actually has dedicated adjustable Doom servers,so we could try that.

Capilarean
Apr 10, 2009

Golbez posted:

Split the difference and only restart each level from a save at the start whenever you die? I did that once for Tomb Raider, instead of saving after every tricky jump, and it got intense.

If you die,you restart the level from a pistol start. It's the classic Doom experience.

Capilarean
Apr 10, 2009

poptart_fairy posted:


Then suddenly

SEVER THE WICKED

UNRULY EVIL

AND HELL FOLLOWED

REDEMPTION DENIED


Yeah,that's the THY FLESH CONSUMED episode. Fun fact: The name of the episode as well as the names of all the levels are lifted straight from the Bible

Capilarean
Apr 10, 2009
The hell is ZDL? Both IDE and IDESe have built-in launcher that allow you to control all that far more comfortably for any source port. Doomseeker has that too,in fact.

Also,Doom 2 enemies are fantastic,the only problem is that many mappers don't know how to use them.

Capilarean
Apr 10, 2009
I thought a "Total conversion" was when you replaced all the assets in the game,using only the mechanics. A fan game suggests a game made from scratch with assets and/or mechanics referencing the original one.

Capilarean
Apr 10, 2009

r1ngwthszzors posted:


I would actually love for a game to be based around "impossible" designs, like penrose stairs. Would be the craziest maze-shooter.

I always found it really interesting that in Build engine,you could have multiple separate rooms occupy the same space. It wasn't really used much,but there was for example a level in Duke3D where you had a circular pathway that you needed to do two full loops on to get to the starting point.

Not sure if that was intentional or some design weirdness with Build but it would be great if there was a game designed specifically for mind fuckery like this,going all M.C. Escher on the levels,preferably even with thing like gravity being set to the floor rather than to the bottom of the level and whatnot.

Capilarean
Apr 10, 2009
You know, while I would definitely disagree that Brutal Doom wrecks the balance of Doom, I have to say that the hitscan enemy boost and the jumping imps definitely don't help anything adn the mod would be better off without them.

Holding back and picking enemies off from far away was never fun in Doom. I always had more fun rushing up close, weaving through the enemies and generally being a total spaz. Brutal Doom only makes this more satisfying, with the improved gore, the new melee attacks and whatnot, but then it makes a total 180 turn and punishes you harshly for getting close to/facing the 3 most common enemies in the game. Hell the sergeants and imps probably make up for the brunt of my deaths in Brutal Doom and that just doesn't feel right.

Capilarean
Apr 10, 2009

tooooooo bad posted:

I don't think you'll find many people to defend Wolf 3D's map design.

Well, to be fair, there wasn't much level design to do, since the things the Wolf 3D engine could do include 90° turns and nothing else.

Capilarean
Apr 10, 2009

Install Gentoo posted:

Yeah uh, that's basically just plain old shareware, not a new business model.

How is that shareware? Shareware simply meant that instead of selling the games retail, you had a free, limited version which was supposed to be freely distributed among people and which had contact info so you could obtain/ unlock the unlimited version. It has pretty much no place in the internet world.

Capilarean
Apr 10, 2009

Garnavis posted:

Eyeballs had better fly at the screen when you blow someone up or I'll be sorely disappointed.

I demand no less that 7 eyeballs per person gibbed!

Holy poo poo, a thought. Excalibat + ragdolling. Scratch that, Excalibat + ragdolling gibs. Flopping EVERYWHERE.

Capilarean
Apr 10, 2009
Hasn't source code for Doom been released like 1 year after the game? I'd say it was one of the reason Doom is still active today, not something detrimental.

Capilarean
Apr 10, 2009

NovaPolice posted:


(Damage Inc has a bunch of alt. cover art for some reason and it's hard to find good pictures of any of them. PS The site for it is still online. xxxxoooo)

Well, if you got your hands on so many rejected Sodom album covers, it would be a shame not to use them all.

Capilarean
Apr 10, 2009
Does anyone have any tips for making the throwback pack a little more manageable controls wise? I can't even remap Blake Stone to WASD.

Capilarean
Apr 10, 2009
Brutal Doom is kind of a strange creature. On one hand, there is a lot done to make the whole game a far more intense, visceral experience (the SSG in Brutal Doom just might be the single most satisfying FPS shotgun I've ever seen), but on the other hand, a lot of the stuff added is very uncomfortable to me, like how when you kick the crawling gutshot marines, they scatter teeth around. To this day I have trouble figuring out whether the guy making it is aiming for some Rambo meets Braindead ultraviolence romp and occasionally gets carried away or if it's a failed attempt at a torture porn game.

Capilarean
Apr 10, 2009
I guess you could also mention all the multiplayer mods for Doom that are around, like Stronghold, All Out War 2, Shotgun Frenzy, Whodunit and such. All of these are pretty good examples of just how much you can do with Doom nowadays.

Capilarean
Apr 10, 2009

jerkstoresup posted:

How does everyone manage combining different PWADs? I used to manually combine them, as in extracting the WADs that I wanted to use together and combining them into a new WAD. Recently I've been using shorcuts with the "-file" parameter, which results in a lot of shortcuts.

Neither method is much effort, but I'm assuming there's a lazier way of doing this that I would prefer.

Get a frontend, pretty sure Zandronum still comes packed with Doomseeker. You can just pick the WADs you want from a list there.

Capilarean
Apr 10, 2009

Dominic White posted:

Cyriak (ala Mouldy), the guy who made The Eye, released the first episode of his current level pack project for Doom 2 today. It has a really interesting theme - you're descending through a demon infested tower block. Each level is a single floor, and they're all fairly small. It's kinda like a more thematically consistent version of Claustrophobia.

The music is also very... Cyriak. Just can't think of anything else to describe it as.

https://www.youtube.com/watch?v=MuWTQtyKih4

Pretty fun, and definitely non-standard.

I just want to say that this is excellent, if hard as balls. The Time Warp level was fantastic and I'm surprised I've never seen a gimmick like that ever before.

Capilarean
Apr 10, 2009

A FUCKIN CANARY!! posted:

Brutal Doom started off as a pretty fun mod that felt like "Doom: The Comic Book: The Game" and quickly degenerated into a shining example of why developers should never listen to fan input.

I'm not completely familiar with the development of Brutal Doom, but I recall the fans were more of a voice of reason and actually made the guy take out some rather hosed-up content he added.

Capilarean
Apr 10, 2009
E2M2 is the origin of the crate maze. How the hell did anyone vote for it?

Capilarean
Apr 10, 2009

Arivia posted:

No. Chaingunners are very effective area denial tools and force you to consider enemy groups with them in it carefully, which is a lot of Doom's gameplay. They're a great addition, Plutonia just overuses them. (Like the level where you start in a chaingunner's line of fire and immediately have to turn around and kill it before it gets you.)

Why do you need area denial in the first place? Doom is a movement-heavy shooter, preventing the player from moving in the open just makes the encounter far less fun. Not to mention that chaingunners are the laziest way of going about it, since the literally just stand there and dispense unavoidable damage.

If you want to mess with the player's movement possibilities, you've got mancubi and arachnotrons (which are basically chaingunners without the hitscan) and, if you are a lovely mapmaker, you can also use revenants or arch-viles on high ledges. There is no possible situation made more interesting by adding chaingunners, chaingunners just add tedium. Screw chaingunners.

Capilarean
Apr 10, 2009

Good soup! posted:

ive never been so hurt reading this thread

A decent chunk of ep2 is just e1 rejects and jazzed up test maps and it really shows. It also has what is probably the original crate maze and possibly even sewer level.
Ep3 picks up except for the disappointing end.

Capilarean
Apr 10, 2009

HolyKrap posted:

I remember seeing Messiah in a game magazine as a kid thinking it looked way more detailed than most games. I finally decided to look up some old articles to see how it works. It uses "real-time deformation and tessellation", the RT-DAT engine. It's pretty funny how they were hyping it up like it'll be the only engine games ever need

Looking at a video it doesn't even look that good, there's definitely an emphasis on character detail but their tessellation system doesn't look great in motion.

Yeah, pretty much the only thing about Messiah was the engine, which could do some legit good looking things in screenshots, unfortunately in motion you ended up with every character constantly squirming and twitching, which was very offputting. Very creepy way of promoting it, too.

In terms of gameplay, they just straight up didn't have any ideas beyond the possession system, which was admittedly pretty cool, but not enough to carry the entire game, so in the end, you ended up with a long stretches of terminally dull platforming in dark, industrial environs. Not the most fun.

The Shiny/Planet Moon games were all pretty weird, but Messiah is the one I'd least like to see remade. I'd much prefer Giants: Citizen Kabuto remake that doesn't just grind to a halt like a third into the game or even just go full ham and remake the insanity that was MDK.

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Capilarean
Apr 10, 2009
Guess I'm going to be the only one not being blown away by Hrot then?

I appreciate the Quake 1 worship as much as the next guy, but it seems to be playing it a bit too safe, too close to the original. The monsters, the weapons, all the core gameplay makes me think I downloaded some bizarre Q1 mod rather than an entirely new game. Also, muted palette is one thing, but the game is drat near monochrome. It reads more like a parody of Q1's visual style than an homage.

Now, this is after episode 1, maybe things get better but so far my main issue are the maps. Everything is just so rectangular, just big square arenas connected by maze of corridors, if it wasn't for the occasional room over room, you would think you're playing something from the wolf3D era. This really is the main issue, all the rest can be excused as being part of the vision, but the map design is clearly just inexpert and uninspired (just count the amount of sewer sections). Not even the cute little references to areas of Prague help me all that much.

I'm not saying it's horrible, it still plays very well, the weapons are fun do use, the enemies work well as enemies, it's just that all the time I'm also thinking I would probably have a lot more fun just downloading some new maps for Quake.

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