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Turin Turambar
Jun 5, 2011



Overwatch Porn posted:

played sigil recently so i'm not keen to do it again so soon; i didn't care for it on the whole. doom 1 in general just isn't as fun as 2, and a few of the levels (e5m4 or whichever one has the dumbass crushers and the boss level) were especially meh.

Well, it's a book club. It isn't about praising whatever work each month, not liking it it's a valid option :) . As long as there are arguments made of why you didn't like it, it's all good.

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Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?
Some early AM Doom

Map 1

Went well, I finally figured out the secrets and it made me feel dumb.

Map 2

It's really dark and I felt exposed and then I circle strafed through the exit just as the level really picked up.

Former Human
Oct 15, 2001

Just a reminder that if Sigil seems impossibly dark you should check the lighting setting in your source port (Sector Light Mode in GZ Doom) and set it to anything other than Dark.

CJacobs
Apr 17, 2011

Reach for the moon!
This is a great idea for a spinoff thread. There is SO much OG Doom out there to play that a book club type thing could last for a long time.

As for sigil, I enjoyed it quite a lot. I agree with the general sentiment that it's too hard in a nebulous sense, but I think Romero said directly that it's better played on hurt me plenty unless you're looking for real challenge. Overall I think he definitely hasn't lost his touch when it comes to level design and aesthetic principles and his reach definitely did not exceed his grasp here. Makes me look forward to whatever he develops next!

the cool posts kid
Jul 24, 2007


I played Sigil the other week and it feels pretty different from most more recent wads to me, it's very claustrophobic, and difficult to play in a run and gun kinda way. The tight corridors make the enemies more dangerous than if they were in more open areas, and there's a lot of traps and not a lot of resources. It feels at times more like survival horror than classic doom.

Tyty
Feb 20, 2012

Night-vision Goggles Equipped!


I got up to about partway through E5M5 tonight. I'm not... really good at Doom, so I've been struggling even on HMP already. E5M4 was especially rough, since I managed to enter the level with only 1 health left, and had to carefully creep along until I managed to find the sphere on the ruins path. The crusher path and the lava run path were both practically impossible to even attempt, I was kinda surprised there wasn't a health pack at the start just so you'd be able to run the middle.

The first three levels were really fun though. Cramped, and pretty maze-like in places, it's not really what I'm used to since I've mostly done a couple co-op runs with friends. The secrets have really been having me scratching my head so far, and I don't expect it'll get much better. I think I'll go a bit more in-depth when it's not 3AM and I've finished more of the wad.

Zaphod42 posted:



This cyberdemon is an rear end in a top hat and the geometry walking around here gets a little funky. Feels like Romero is trying to be too clever.

... There was a cyberdemon in the level? :ohdear:

Barudak
May 7, 2007

Hurt Me Plenty and Ultraviolence have wildly different enemy and item distributions in Doom 1/2 so thats likely the cause.

Einwand
Nov 3, 2012

You idiot.
In this world it's pet or BE pet.

I feel like that cyberdemon was meant to be telefragged, except the spot it teleports you back up is right at the edge of the ledge and it got me gibbed by rockets quite a few times before it cooperated.

SIGIL thoughts so far, map 1 was a nice little opening map, the last room on UV was a fun little romp. Map 2 was a little obnoxiously easy to fall off the terrain into the damage floor below, and actually killing the cyberdemon was annoying but berserk fighting a baron with little movement space is always fun. Map 3 introduces damage floors blocking progress without a rad suit which is really annoying to deal with, and just generally felt kind of weak compared to the previous two maps. Map 4 was mostly annoying, the crusher path was really awkward and annoying to play through, the lava platform path was just a boring run past everything and fight on the only real terrain section, and the last path as well as the final segment just kind of existed? There was a lot of room to maneuver compared to most of the previous fights in the WAD so there was no real danger or risk to it. Hoping the rest of the WAD is more map 1/2 than 3/4.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...
I'm on map 5 of sigil so far and mostly enjoying it, though it's interesting how comparatively repetitive the enemies can feel with the smaller roster from the original game. It's definitely got a particular style, as others have said, with tight corridors that limit your maneuverability. I like how the first map dumps you straight into the action, too. You load in and have to instantly start dodging imp fireballs.

I'm finding I notice little things now that I wouldn't have noticed twenty years ago. Map 03 has a few misaligned textures, for instance, and they kinda jumped out at me (specifically the hanged bodies around the big lava pit, and the flesh walls in the tight maze towards the end.)

But overall it's decent and feels very OG ID in style. Works pretty well as an unofficial Episode 5. So far I give it 4.5 baphomets out of 6.66

Zephro fucked around with this message at 14:18 on Jul 29, 2019

Turin Turambar
Jun 5, 2011



Sigil is a pretty decent wad, although it isn't exactly memorable. It's walks a tight line between feeling very vanilla, and being limit-removing, offering rooms with more detail in them. In a pair of scenes it suffers from the limitation of being a doom 1 wad, instead of a doom 2 wad, as some encounters start to repeat. Imps & sergeants, pinkies & cacodemons as meat shields and Barons as mini bosses is a very typical configuration. The most striking feature is how it doesn't try to pit the player against hundreds of enemies, it mostly prefer to use restrained resources, darkness, and environmental hazards (cliffs, lava, narrow passages, crushers) as the main ways to make it challenging.

Something that I liked is the use of lightning, in general Doom 'fake lightning' can be used in imaginative ways and for being done in 1993, the result was pretty striking and even passable to my eyes in 2019.
The first map starts with a thing that I like, a frictionless tutorial where the player learns he has to fire a doodad as interactive switch, this is used during all the episode. It's actually a technique that I would like wad creators learn too, thinking on the new user experience in general. If they use a custom texture or object as door or lift or button or teleporter, it should be carefully shown to the player.

Some people already talked of the difficulty. This is something I wanted to talk for Doom in general, how it modifies the combat encounters in each difficulty. You can have lesser number of enemies in a lower difficulty, or even a baron being replaced by a knight. It's an interesting approach which allows for different variations of the same level with different difficulties. But also you may miss some unique encounter. In Sigil there is some parts with a Cyberdemon in UV you have to avoid while you kill other enemies, and that interesting dynamic doesn't exist in HMP. Which is why, sometimes, it may be interesting to play in UV and lower the difficulty, if needed, in other was, like using a mod.

Linguica
Jul 13, 2000
You're already dead

CJacobs posted:

This is a great idea for a spinoff thread. There is SO much OG Doom out there to play that a book club type thing could last for a long time
I agree, it was cool when dobu gabu maru on the Doomworld forums started this exact concept like 5 years ago and has run it monthly ever since. It was a great idea.

Mystic Stylez
Dec 19, 2009

I'm in too, just a question: I'm a scrub who plays on HMP for most of the time. Is there any way to know if certain WADs allow it instead of just doing everything for UV and leaving the rest of difficulties in whatever state of undone or some poo poo?

Mystic Stylez fucked around with this message at 14:46 on Jul 29, 2019

Mak0rz
Aug 2, 2008

😎🐗🚬

Mystic Stylez posted:

I'm in too, just a question: I'm a scrub who plays on HMP for most of the time. Is there any way to know if certain WADs allow it instead of just doing everything for UV and leaving the rest of difficulties in whatever state of undone or some poo poo?

At worst you'd get the same gameplay experience playing those WADs on any difficulty (except ITYTD, where ammo pickups are doubled).

E: and Nightmare of course, but that kinda goes without saying

Mak0rz fucked around with this message at 15:05 on Jul 29, 2019

BaconCopter
Feb 13, 2008

:coolfish:

:coolfish:
Hell yes this thread concept is :krad:. Turns out I never finished Sigil, but and very close... I'm in E5M6 on UV.

So far I've really enjoyed most of it (gently caress the drat crushers) and don't think I would have had as good of an experience on HMP. I went in with the expectation that I probably don't want to get 100% kills on every map which has worked out. The regular item placement is pretty sparse, but if you can find a decent amount of secrets you can generally stay fairly loaded up. Telefragging those 2 Cyberdemons in E5M5: Abaddon's Void was pretty drat satisfying.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Mystic Stylez posted:

I'm in too, just a question: I'm a scrub who plays on HMP for most of the time. Is there any way to know if certain WADs allow it instead of just doing everything for UV and leaving the rest of difficulties in whatever state of undone or some poo poo?

I think your best bet there is checking the WAD page, any doom WAD worth its salt comes with a README.txt, and they often have info about that kinda thing, supported difficulties, which base WAD to use, etc.

That or the page where the WAD was posted.

100 degrees Calcium
Jan 23, 2011



I salute those of you who are searching for secrets. I'm terrible at secrets at the best of times, and there's so much pressure in this wad that all I care about is the exit.

Turin Turambar
Jun 5, 2011



100 degrees Calcium posted:

I salute those of you who are searching for secrets. I'm terrible at secrets at the best of times, and there's so much pressure in this wad that all I care about is the exit.

Thing is, the difficulty changes a lot if you find the secrets, because otherwise you may have barely any health. So it's a bit weird but UV actual difficulty changes a lot, depending of if you find 0 secrets or all of them. Just having a extra mega health is a big difference.

Glagha
Oct 13, 2008

AAAAAAAAAAAAAAAAAAAA
AAAAAAaaAAAaaAAaAA
AAAAAAAaAAAAAaaAAA
AAAA
AaAAaaA
AAaaAAAAaaaAAAAAAA
AaaAaaAAAaaaaaAA

I see UV in Sigil kind of like a new game + mode where everything's kind of upgraded and it expects you to already be familiar with all the maps.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
I was really bad at finding secrets in Doom 1/2 and Quake 1 (maybe because I was a kid) I always thought they were super hidden and un-intuitive and you just had to know where they are, but I have most of the classic map secrets memorized anyways.

So its been quite fun to bumble my way into the secrets so far in SIGIL, I've been pretty lucky at just noticing little things and guessing my way into secrets. Credit to Romero's design then that he gives you just enough of a hint and it isn't actually totally un-intuitive.

Turin Turambar posted:

Thing is, the difficulty changes a lot if you find the secrets, because otherwise you may have barely any health. So it's a bit weird but UV actual difficulty changes a lot, depending of if you find 0 secrets or all of them. Just having a extra mega health is a big difference.

And this, necessity is the mother of invention. I'm probably gonna bump down to HMP which means I may not feel the pressure to scan for all of them, we'll see how it goes.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
M3: love tight lava corridors packed with cacos when all I have is a shotgun and tight paths packed with imps and cacos surrounded by lava

FPzero
Oct 20, 2008

Game Over
Return of Mido

The ones that always get me are the secrets within secrets. I don't usually stop inside a secret zone to look for another one, but there's been one or two instances of that throughout Sigil.

I want to like E5M5 more than I do but the signposting in the level is really bad. Coming off the lift in the center building, you're facing another building that doesn't actually progress you anywhere other than to give you a mega armor. No, the critical path is actually right outside the exit from the center building, to the left on a platform you have to hop down to. It's just really unintuitive, and in UV you don't have the time to look for it since a Cyberdemon is just hanging out guarding that whole pathway. The idea of UV being more of a New Game + difficulty is pretty apt. On the other hand, playing that map on UV with the cyberdemons made me finally understand the point of those teleporters.

Arivia
Mar 17, 2011
What do people think about the music? Is it worth forking over the $5 for the extra Buckethead experience?

Volte
Oct 4, 2004

woosh woosh

Arivia posted:

What do people think about the music? Is it worth forking over the $5 for the extra Buckethead experience?
The soundtrack is on Spotify if you have it. It is awesome and I've listened to it several times while working. It also got me into Buckethead's other stuff a bit - he has literally hundreds of albums so it's also a good gateway to his stuff.

Turin Turambar
Jun 5, 2011



Arivia posted:

What do people think about the music? Is it worth forking over the $5 for the extra Buckethead experience?

You could... Uh... Try it out on YouTube and see if you like it.

100 degrees Calcium
Jan 23, 2011



I haven't sprung for the Buckethead version, so I'm playing with the midis that come with the free version of the wad. They're quite good, very frenetic. A lot less like the butt rock I'm used to from classic doom, it sounds, I dunno... zippier, more arcadey. I think it's great and it stands out to me in every map I play.

Mak0rz
Aug 2, 2008

😎🐗🚬

FPzero posted:

The ones that always get me are the secrets within secrets. I don't usually stop inside a secret zone to look for another one, but there's been one or two instances of that throughout Sigil.

MAP32 of Doom 2 escaped me for years because of this.

Also not Doom or even an FPS but by far the worst offender for this is that DK coin hidden in a bonus level of Donkey Kong Country 2 :argh:

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
I feel like maybe we didn't need to have 3 levels that had you go back to the start point to take another branch multiple times

Mordja
Apr 26, 2014

Hell Gem
Played SIGIL recently so I'll crosspost my low-effort post.

Mordja posted:

I played SIGIL and I didn't hate it. In fact, I'd say it was a very well made set of levels, and the visual design Romero pulled off using just base-Doom's assets is hella impressive. That said, it's far from my favourite style of gameplay and some of the areas where you're stuck on an inch-thin platform while fighting enemies gave me unwanted flashbacks (flash-forwards?) to Amid Evil's Forges. Also, even on HMP ammo was pretty drat scarce when you're someone like me who mostly ignores secrets.
Not sure if I'll really be participating in this Club, I've got a real spergy calculus for what order I'll play my Doom megawads and with what gameplay mods. I know someone in the other thread suggested a weekly, single map which is something I'd likely have more time for.

Mystic Stylez
Dec 19, 2009

On GZDoom, how should I configure auto-aim so it mimics the original games? The default setting are already correct?

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
M8: still don't understand the decisions of having the invul sphere literally sitting on the exit portal making it unusable, and having the spider mastermind directly blocking your path in a tight corridor, of the objective is to get it to fight the cyberdemon, which you can't really get to

Vikar Jerome
Nov 26, 2013

I believe Emmanuelle is shit, though Emmanuelle 2, Emmanuelle '77 and Goodbye, Emmanuelle may be very good movies.
trying to play sigil and forgot i had it setup for no autosaves when i was trying a death=pistol start run. died alot and managed to get to map3 so far. i like it, i like the visuals, romeros new obsession with those hell cracks from his e1m8 remake is still pretty cool and drat that soundtrack. i actually like the darkness aspect, running it with tonemapping and palplus on too so lol. gonna get straight back to it but i agree with a lot of you about UV, he clearly knew everyone would pick it from the get go and he wants to see you suffer.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Mystic Stylez posted:

On GZDoom, how should I configure auto-aim so it mimics the original games? The default setting are already correct?

Default should be right, although I turn off mouselook for the true classic experience.

I'm probably missing some subtle detail of autoaim, or maybe freelook turns it off?

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
There's also that smart autoaim, but I have no idea what the gently caress it does

Volte
Oct 4, 2004

woosh woosh

Mystic Stylez posted:

On GZDoom, how should I configure auto-aim so it mimics the original games? The default setting are already correct?
I usually play with auto-aim off and full mouselook regardless of what I'm playing. I don't find it actually changes the gameplay much, it just makes the gunplay a little bit more satisfying and engaging.

Adnor
Jan 11, 2013

Justice for Daisy

Former Human posted:

Just a reminder that if Sigil seems impossibly dark you should check the lighting setting in your source port (Sector Light Mode in GZ Doom) and set it to anything other than Dark.

Is there one you recommend? I haven't messed up much with options besides turning off texture filtering.

Mak0rz
Aug 2, 2008

😎🐗🚬

Mystic Stylez posted:

On GZDoom, how should I configure auto-aim so it mimics the original games? The default setting are already correct?

Crank it all the way to 35 and turn off mouselook. You could also technically disable smart autoaim but you might end up eating a barrel explosion depending on what's in your line of fire.

Adnor posted:

Is there one you recommend? I haven't messed up much with options besides turning off texture filtering.

The Software lighting mode is the best. It tries to mimic OG Doom's lighting.

Mak0rz fucked around with this message at 19:49 on Jul 29, 2019

Stick Figure Mafia
Dec 11, 2004

I did get the Buckethead version but find myself using the midi version more. I think midi with Doom just feels right

site
Apr 6, 2007

Trans pride, Worldwide
Bitch

Mak0rz posted:

The Software lighting mode is the best. It tries to mimic OG Doom's lighting.

I thought that was Vanilla

Mak0rz
Aug 2, 2008

😎🐗🚬

site posted:

I thought that was Vanilla

Did they introduce a new lighting mode over the past few months? I didn't even notice. What's different?

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
Most of us are probably old vets, but we should share some tips and tricks in case there's new doom players (or people just don't know):

DO NOT bind a jump key. Some sourceports will let you because other WADs require it, but DOOM should NOT have jump, so using jump is effectively cheating and can let you skip things. Don't even bind it, its too tempting.

DO use monster infighting. Strafe such that weaker and stronger monsters get in each other's way shooting at you and hit each other, they will then fight and kill each other for you.

DO be aware that berserk pack lasts a whole level, NOT just while the screen is red!

DO be aware of how the BFG works. Its very counter intuitive and taking full advantage of it is pretty necessary on tougher maps. It works like a massive delayed shotgun blast sorta; NOT a big plasma rocket like it looks like.

Finding secrets usually involves finding a wall texture that stands out or looks different, then either shooting it or humping it and pressing the door button for that sweet "unfff" sound.

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