Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Turin Turambar
Jun 5, 2011



I've been doing a Doom binge in celebration of the 20th anniversary, playing some of most the famous wads. I played a lot of Doom in 1993-1996, but that's it, so for me they were unknown.

Goddamn Deus Vult 2 is great.

Adbot
ADBOT LOVES YOU

Turin Turambar
Jun 5, 2011



Zaphod42 posted:

They did in the 90s.

Unfortunately they seem to have fired everybody at Id that has owned a gun ever and replaced them with people who have only played Halo.

loving killing me how lovely the shotgun is in the trailer.

It's a balance issue.

The weapons do 2-3 times less damage because there will be 2-3 times less enemies, so the enemies need to be 2-3 times tougher, that's why the weapons seem to do less damage.

Turin Turambar
Jun 5, 2011



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.

I think they said Q1 2016, so it's less than a year out.

Turin Turambar
Jun 5, 2011



Linguica posted:

Yeah, no. You think the player moves 840 units/sec when walking?

The player walks at about 8 units/tic. The absolute max the player can run (without wallrunning), using SR50, is ~23.3 units per tic.

That makes more sense. I don't understand the units but I know you couldn't move at more than twice the speed of a Lost Soul charging.

Turin Turambar
Jun 5, 2011



The Kins posted:

Because Vanquish sold like four copies and the concept of FPS Parkour has been forever tainted by Brink.

But Dying Light did fps parkour ok again.

Turin Turambar
Jun 5, 2011




Holy poo poo, that was so good.

Turin Turambar
Jun 5, 2011



I just started Arcane Dimensions. It's a collection of separate maps, isn't it? It doesn't matter in which order I go through them in the initial hub. Any recommend order?

How many maps are there?

Turin Turambar fucked around with this message at 22:11 on Dec 17, 2016

Turin Turambar
Jun 5, 2011



Cool, more than I believed at first.

Past week I played Blade of Agony, it was pretty cool mix of Doom and old school ww2 games like Return to Castle Wolfenstein or Call of Duty 1.

Turin Turambar
Jun 5, 2011



treat posted:

Has anyone found the secret portal in the hub of Arcane Dimensions 1.5? It asks if you've found all the runes, though I've yet to see any after playing most of the levels. How many runes are there, exactly?


No idea, but I'm having the feeling the maps are full of secrets. Yesterday I completed one without even taking the silver key. That was suspicious...

Turin Turambar
Jun 5, 2011



The Kins posted:

Quakespasm for singleplayer, ezQuake for multiplayer, DarkPlaces for :pcgaming: GRAPHICS :pcgaming:
Atari is a cockroach and it will outlive us all.

I'm using Quakespam right now for Arcane Dimenions, but I was wishing for higher res. textures. I have seen some stuff of Quake with super duper modern graphics and it was ugly, all super glossy, normal maps exxagerated, all textures super sharpened. I wish for a HD texture pack for Quake, but still done with taste and maintaining the original visual style.

Turin Turambar
Jun 5, 2011



What is the best thing to play from the last two Cacowards? I don't have time for more. :(

Turin Turambar
Jun 5, 2011



Zaphod42 posted:

Quake Champions is.... fun?!?!?! :allears:

This is what Doom 4 Multi should have been. :)

Yes, it's pretty good. I'm actually surprised.

It combines the super solid arena gameplay and good level design of Quake 3 with just the right amount of character differentiation. It isn't like Battleborn or Overwatch with very different characters, and of course the weapons are the same (taken from the arena, as a normal Quake game), but the small differences in each character are enough twist for this type of game.
Every character has their own combination of health/max armor/speed, a passive effect that usually is related to movement (Ranger can rocket jump more because he has a 20% self damage reduction, Anarki has more air control, Visor can strafe jump, Nyx can wall jump, etc) and a single active ability, with a longish (30 secs) cooldown, like acid spit or ghost walk or a front shield).
Some people worry because the possible effect on balance, but modern games just take the stats of all the players, and they can easily discriminate by time played, skill, and a bunch of factors, in other words if they are proactive it isn't hard to have a fairly balanced game.

Some keys:

DGY9-K83E-X6UP-9C8G-E69K
YEM9-K98M-M8QY-6B3A-R62C

Turin Turambar
Jun 5, 2011



I'm playing GMOTA mod for Doom. It's pretty cool!

But there is one thing that I'm not sure I'm understanding it well. In some chests I find some times a subweapon, that I can use with the secondary button. But it always replaces the previous one. Can I select which subweapon to use? I tried the weapon keys, the inventory keys, but no luck so far.

Turin Turambar
Jun 5, 2011



The Kins posted:

IIRC Subweapons act like in oldschool Castlevania where you only have one at a time.

Uh. I was fearing that. IMO it's pretty un-Doom, depending of the situation, you should be able to select the shield if you need to reflect shots of enemies you can't reach, or select the magical bomb if there are a ton of enemies in a room, etc. Although, it works even more differently than I thought, as there is a number together the subweapon icon, and that number increases if you for example take a second Warhammer, I thought there were consumable items, in some way. But they persist.

Turin Turambar
Jun 5, 2011



After looking at the last Cacoawards, I'm playing now Shadows of The Nightmare Realm, it's pretty good!

Turin Turambar
Jun 5, 2011




Man, some fans in that comment section are really 'not fun allowed'.

Turin Turambar
Jun 5, 2011



CJacobs posted:

The completion rate of DO4M's first mission currently sits at 74%.

People with offline consoles?

Turin Turambar
Jun 5, 2011



Health regen is the single element which has damaged the most in the entire video game industry.

(you can continue now the weapon discussion)

Turin Turambar
Jun 5, 2011



Al Cu Ad Solte posted:

The Old Blood has the best level design and pacing out of the Machinegames Wolfs. :colbert: I still love them all tho.

Yeah, the narrative was weaker than the main game, but the action was a notch above.

Turin Turambar
Jun 5, 2011



skasion posted:

Tribes clones are like Quake 3 clones. The skill curve is too steep to attract a mass audience without big time marketing, which doesn’t occur because the developers are interested in catering to their own very specific idea of what the game should be like (like Tribes, or perhaps like Quake 3) and are not willing to compromise that. There’s nothing wrong with this by itself but such games are also necessarily multiplayer and absolutely require a large playerbase to thrive. There’s a reason why T:A collapsed under the weight of its own microtransactions. It turns out it’s pretty hard to keep the money flowing to support a game where Joe Random moving his guy around based on naive assumptions of how multiplayer FPS games work will get him killed 99 times out of 100.

I played T:A for ~100 hours and I can say I never got decent at it, never mind good. Predictive aiming when both you and your opponent are moving at >120km/h and in 3d (unlike most FPS where if you aim to someone running is just movement in 2 axis) is a bitch.

Turin Turambar
Jun 5, 2011



Arivia posted:

Doom Eternal gameplay preview on Friday.

I have the feeling the Eternal label indicates some kind of roguelite/rpg elements. I wouldn't be surprised if you can level up your character and there is big rpg skill tree while playing sp/coop.

Turin Turambar
Jun 5, 2011



Negrostrike posted:

Yes, HDoom guy is ok. Competent pixel artist and not a racist rear end in a top hat. His non-porn (afaik) mod is looking promising. People bitch about HDoom because EEK SEX dumb morality.

https://twitter.com/HDoomguy/status/1039282817069445120

It's also a case of being a 'flash over substance' type of mod, which also attracted like minded 'flash over substance' audience.

Turin Turambar
Jun 5, 2011



Have you people talked of the Doom mod Ashes 2063 ?

RPS has made news about. It looks pretty ambitious.
https://www.rockpapershotgun.com/2018/09/24/ashes-2063-post-apoc-doom-mod-launch/#comments

Turin Turambar
Jun 5, 2011



Serephina posted:

Wow, other people who have even heard of Infiltration. Great game/mod, and I still remember the devs musing that they had no real path forwards into a U2 engine, with America's Army coming around the corner. Different times, man.


Mierenneuker posted:

I too enjoyed Infiltration for UT, much more than any of the other tactilol mods. My load-out of choice was a MP5 with two clips*, shotgun with no extra ammo and a single grenade. Being mobile and rushing at the start was great.

*Infiltration forums anno 2001 are triggered


Kadorhal posted:

The best part about Infiltration was, in the later versions that tried to be a whole separate game with its own gameplay mechanics and maps and everything - if you, like me, didn't quite have the patience to work with that, you could run the game normally and just spawn the weapons in through the console and play with them with bots who had an idea what they were doing (I didn't get into it until it was old news, unfortunately, so I never played it with other people).


Infiltration ex-players ahoy!
I think it's one of my most played games, it's very rough estimation, but I would say I played 500 hours.

I liked too the P90, and surprise people by rushing with it, as the 'meta' was to play around slowly and carefully. I also remember having fun with the Minimi and penetration...

Funnily enough, I tried to play some similar games, searching to replicate the experience, and nothing worked. I think I don't have the patience anymore for this kind of game.

The Operation Flashpoint mission of being the last surviving member of your squad, alone in a hostile area, having only a rough direction of the extraction point, it's one of the highlights of my gaming history.

Turin Turambar
Jun 5, 2011



Some Project Warlock impressions.

It's a flawed game. From what I've played:

-It doesn't support standard Windows resolutions. They are hardcoded, and the biggest one is 1080p.
-The performance isn't perfect, which what I would expect from a game of this type. It's 60 fps, but there are some less smooth moments.
-The minimap is horrible. Doom already did it better in 1993. Exactly, it isn't an 'automap' like in Doom which draws the visited areas, its' already all there, so you can't know to where you should advance, nor it shows the doors. And I'm in the early levels and the maps are already labyrinthine.
-The game is strangely retro. Too much, imo. What am I talking about? Well, the game seems to take inspiration from Wolf3d, almost more than from Doom or Heretic. Maps are totally orthogonal, and mostly dull. Again, when a 1993 had more advancing mapping than your game... that's retro for retro's sake, it doesn't enhance the gameplay. Well, I can imagine it made his map design much easier for the dev.
-The game can be somewhat ugly. The mix of retro maps with repetitive textures and pixel art, and on top of that having 'modern' effects like bloom, reflections some f/x like fire that look from a game 10 years newer, it all makes it look incoherent and a bit a mess.
-Map design, apart from being dull given the excess of square rooms and square corridors, abuse of narrow corridors that hurt the gameplay. It also has some dark levels that are put there I guess so the light spell isn't worthless. The problem is that it hurts the pace of the game, he should have removed the drat spell and make the game play better.
-Of course the save system can die in a fire.
-Somehow people try to do thing differently from the classic, and it always bite them in the back. They don't have a sprint key, they have a 'always run' button toggle. Doom solution was better.
-Sound mixing could be improved, ghouls growl for example is too low, it can be hard to notice they are at your back.
-Weapon priority could improve. When you spent all the ammo of a weapon, you automatically switch to the dagger, the weakest weapon, despite having several weapons with ammunition. It's pretty funny as a minimum it could switch to the other melee weapon, the axe, which packs a punch.
-The game isn't very hard, I finished the first world and the first level of the second world without dying once, at medium difficulty. Maybe I should have picked the Hard difficulty.

What it does well?
-Weapons: It has a nice variety thanks to the mix of magic and firearms, they have good gunplay. Upgrades are cool for replayability..
-Enemies are well animated, better than many games from the 90s.

Turin Turambar fucked around with this message at 21:01 on Oct 20, 2018

Turin Turambar
Jun 5, 2011



Turin Turambar posted:

Some Project Warlock impressions.

It's a flawed game. From what I've played:


(continuing)


-Another annoyances I found is a strange effect where things are darker when you get closer to them, as unintuitive as it sounds. And speaking of darkness, I had to increase the brightness to maximum to play the drat game in some of the Egypt levels, whyyy he thought that was a good choice, ffs.
-The game is on the easy side, until the fourth world I hadn’t any problems. Which is also strange, you would think this type of game is designed for old school shooter fans, veterans at this point.
-And of course, the game doesn’t allow to change difficulty in any way whatsoever. Yay.
-Although even if I could change it, I’m not sure if I would do it, the hardcore difficulty sounds horrible: single life permadeath, double damage received, faster monsters. That’s going to the other extreme of difficulty.
-And you can’t have several profiles/games in progress, ‘new game’ options overwrites the current one.

Man, it’s a pity the game isn’t better in other areas, as it makes a good job with the weapons. Some of them are pretty sick.
Also, it has a good variety with five different worlds (Antartica, Ancient Egypt, hightech city, etc), and each one has unique enemy set!

Turin Turambar
Jun 5, 2011



Speaking of Overload, it's one of the free games this month on Twitch Prime.

Turin Turambar
Jun 5, 2011



exquisite tea posted:

I hope Ion Maiden will fit on a USB so I can play it at work.

There are cheap 128gb usb sticks, even 256gb ones, so sure!

Turin Turambar
Jun 5, 2011



joedevola posted:

I dunno. Looks OK to me. It really highlights what I love about that era of shooters, which is the economy of the brushwork. Squeezing as much variety and detail as they could into 200 some polys per frame. I've never actually played a Thief game, is it worth checking either of the early ones out? I imagine I could run them even on my shitbucket intelHD laptop.

They first two are some of best games ever, all time top 20 material, apart from being genre-defining how to do stealth in first person, so yeah.

Turin Turambar
Jun 5, 2011



Didn't Romero do a Doom wad the past year? Maybe he didn't do it by pure coincidence. Maybe he has a contract to Bethesda, and they are planning to re-release classic Doom, packaged with a modern engine (which one allow for commercial projects?) and the 5th official Doom episode, added to the original three and the 4th one of Doom Ultimate.

Turin Turambar
Jun 5, 2011




Any special highlight people want to share from the list?

From this thread I read before about :

The Adventures of Square: Episode 2
REKKR
GMOTA <= the only I played
Total Chaos

Turin Turambar
Jun 5, 2011



I was pretty close to guess it!

Turin Turambar
Jun 5, 2011



The Kins posted:

John Romero has announced SIGIL, a free Doom 1 mod containing 9 SP maps and 9 DM maps coming in mid-February. In addition, a bonus physical release(?!) is being put up for pre-order including music by Buckethead(!) and general physical silliness.



He could at least release a 20 sec teaser video with the announcement...

Turin Turambar
Jun 5, 2011



Unlike you people who has been played already, I started Dusk today with my virgin eyes... and hey, it's great!

I'm at the sixth level right now, and more than the cultists and demons, what i'm fearing is the end of the episode title, as I'm not sure how long is the game in the first place. 9 levels per episode? more?

Turin Turambar
Jun 5, 2011



Are the second and third episodes notably harder? First episode is pretty easy, I will replay it on the next difficulty on the weekend.

Turin Turambar
Jun 5, 2011



In Dusk, in what levels are the entrances to the secret levels? I found by myself the one for the first episode, but I don't wanna miss them in the second and third episodes.

Turin Turambar
Jun 5, 2011



So, yes, there is a good jump of difficulty between Episode 1 and Episode 2 in Dusk. I'm still decent enough that I can play Ep 2 on 4th difficulty, but increasing the amount of save scumming. Mmm maybe I will lower it to 3rd difficulty and use quicksave less.

Turin Turambar
Jun 5, 2011



I never liked Duke3d as much as other people. I never liked Duke and the gameplay wasn't as good as the competition. For me its significance is more in the advances it brought to FPS genre:

1. interactivity with the environments: lights that can turn on/off, vending machines, walls that can break, earthquake that modify the scenario! toilets with sound!
2. inventive weapons, like a shrink ray or the freeze gun
3. quick action key: the kick key
4. more freedom in the environment, from underwater exploration to jetpacks
5. more inventive levels apart of killing stuff, with more integrated exploration and puzzles/twist. I remember one where you had to shrink yourself to be able to advance?

So it's easy to see the influence it had in future games.

Turin Turambar
Jun 5, 2011



I'm loving Dusk, the first episode was a solid retro FPS experience, with good weapons, solid gameplay, etc, but Episode 2 really made the game shine, showing better level design, better encounter design and more focus on atmosphere with some really good moments playing with darkness, claustrophobia, sounds, in general a descent to infernal madness; now it's one of my favorites of the year.

Adbot
ADBOT LOVES YOU

Turin Turambar
Jun 5, 2011



I just finished Dusk.
Great game, I will only ding it in the enemy, both visually (80polygons don’t cut it, and their animations are pretty amateur) and gameplay wise they suffered of a bit of seaminess. Comparing with the master, Doom, it needed a few more original enemies, like the Pain Elemental (enemy spawner) or the Archvile (los attack + resurrector). Loots of enemies had the same role here.

I think I liked more the second episode than the third one. The third also has some very good levels, but they are a bit all over the place in theme, while I loved the second because the cohesiveness and the slow in crescendo that it has.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply