From the guy who brought you Freeman's Mind:
[video=youtube;oPrU7LSqiX0]http://www.youtube.com/watch?v=oPrU7LSqiX0[/video]
I really want to play this but it's rare and so finding a boxed copy is expensive.
-snip just in case-
I remember playing a shareware demo of this back in the day. As a little kid used to "kill everything" games like Doom, my poor brain could not handle the RPG elements and open-ended level design. I kept trying to barge into dangerous areas you weren't supposed to tackle until later.
[QUOTE=Larikang;44979820]I remember playing a shareware demo of this back in the day. As a little kid used to "kill everything" games like Doom, my poor brain could not handle the RPG elements and open-ended level design. I kept trying to barge into dangerous areas you weren't supposed to tackle until later.[/QUOTE]
I did the same thing a few years ago when I played the demo.
My brain thought "Doom engine = Shoot everything that moves"
I'll admit, his concerns about level design made a fair knock of sense. If a level is too linear and nose-dragging, it can make things boring. But the same can be said about making things TOO sprawling and maze-like, since if you've cleared out most of the enemies there's not much to occupy you as you stumble about with barely a clue and barely any help from the map as to where you started. A good balance between overly-sprawling and overly-linear is important, with just enough exploration and loot to occupy you without causing you to get completely lost and not knowing where the hell to go.
Also, concerning shooters with large sprawling mazelike levels, would a fast travel system help alleviate the pace-killing padding of backtracking? Like if you check the map, realise there were parts of an area you overlooked, and use some sort of personal teleport to warp you to a "landmark" in that area. I know FPS fast travel is more of a thing for BethBryo open-world FPSRPGs, used to quickly traverse the massive overworlds, but is there anything to say that a similar system wouldn't work for "smaller" games with large levels? If anything I think it could shave off precious seconds (cumulative into minutes) off of the "exploration beats" during which frustration may grow due to broken flow.
Ross' voice is sexy as fuck.
I've never heard of this game until now. It looks fantastic though
Played this game a couple of years ago and while I really enjoyed it I never actually finished it. It was surprisingly ahead of it's time.
holy shit this game has an Android port!!
[QUOTE=Durrsly;44979551]I really want to play this but it's rare and so finding a boxed copy is expensive.[/QUOTE]
The game is abandonware and there's a link for the original and the port in the video's description.
I'm so glad that I'm not the only one that thinks that Doom's maze design is a bit BS.
I played strife a bit and liked it but didn't get that far a while back. His description of the game and the later weapons really makes me interested.
I think I found the next game to play coop.
Really? So is Z/GZDoom one of those that don't support it? And what about Vavoom?
[QUOTE=Bloodshot12;44986016]Really? So is Z/GZDoom one of those that don't support it? And what about Vavoom?[/QUOTE]
Hexen and Strife are two of the Doom Engine games that can have trouble with coop (Ironically because of their non-linear design)
But I guess it's best to just try and see which port works best, if at all.
Played this game years ago back when I was just a kid. I had to quit playing it at some point because you have to be careful in what order you do the (side) missions. Like, if you did a certain sidequest that involved stealing a relic or something from the Order, you'd end up getting caught anyway once you made it to that gouvernor and you'd get murked by unkillable guards. I didn't know this back then, so I just got stuck at the same part every time and my PC didn't have internet back then so I couldn't figure out what to do. Might play this again though because I loved the atmosphere it has, plus this isn't an easy game either.
Just started playing.
The game is excellent except for one thing. It is very easy to forget where you are going and without any sort of 'objectives' screen it gets a bit annoying.
[QUOTE=Xubs;44986615]I think you're talking about Derwin, because I believe the only quest Governor Mourel is involved in is the quest to either kill Derwin because he's not giving over his fair share of money in selling child slaves to The Order, or alternatively you can sabotage the power coupling and get the same reward from Mourel.
What you probably ended up doing was alerting the guards in town, as Strife's alert system is very basic and works on a per-map basis. You can go balls-out in the Warehouse where you find Derwin, but come back to town and the guards in the town will be none the wiser.
Ah wait apparently you can do a dead-end quest not related at all to the main quest where you bring Mourel a chalice and that'll basically end the game. Nevermind. Never even knew you could do that.[/QUOTE]
The dead-end quest replaces the normal one in the demo. In order to get to the rebels you need to kill the guy that leads you to the dead end silently the second time you meet him.
That's why I know about it..
[QUOTE=samuel2213;44986702]Just started playing.
The game is excellent except for one thing. It is very easy to forget where you are going and without any sort of 'objectives' screen it gets a bit annoying.[/QUOTE]
-Snip wrong thread-
[QUOTE=samuel2213;44986702]Just started playing.
The game is excellent except for one thing. It is very easy to forget where you are going and without any sort of 'objectives' screen it gets a bit annoying.[/QUOTE]
There actually is an objective screen but it's not very good
Didn't take me very long to make leave the MQ un-playable.
I killed an essential NPC because he told me to go away before I was supposed to talk to him.
[QUOTE=Xubs;44986254]Vavoom, GZDoom, and ZDoom all of course support Strife but do not support co-op for it.
I believe Vavoom comes the closest, as (and don't quote me on this if I'm wrong, but I believe last I checked this was true) Vavoom supports the dialog system in multiplayer. There are still major problems with it that make it completely unplayable, however.
[I]Last I checked[/I], the dialog system causes desyncs in GZDoom/ZDoom/Zandronum as changes a player does to the world through dialog choices doesn't propagate to other players and causes all entities in the game to become desynced.
Chocolate Strife might support it.[/QUOTE]
I couldn't find anything about coop for chocolate strife, but would running the actual game in dosbox work? Wikipedia says it supports coop
[QUOTE=Durrsly;44993374]Didn't take me very long to make leave the MQ un-playable.
I killed an essential NPC because he told me to go away before I was supposed to talk to him.[/QUOTE]If you're talking about [url=http://doomwiki.org/wiki/Geoff]Geoff[/url], it doesn't matter if you kill him. The room he's guarding has a protruding brick on one of the walls which, when pressed, reveals a secret switch that opens the entrance to The Front's base.
Killing any essential NPC in Strife will cause the the alarm to sound along with an endless flood of Acolytes teleporting in.
I love Ross's Game Dungeon. It's such a fun little show, always love it when a new episode comes out.
looks like a neat game but what i care about is that assault rifle
it looks REALLY satisfying on GZdoom
I was playing some strife with weapons of rebellion 2 and that is a pretty neat mod. Dunno if there are any other gameplay mods
I love maze level design, and it's not hard to navigate at all if you just put a little bit of logic and spacial awareness in your brain. Also the map helps a lot, I dont know what he's talking about.
It's not even "maze" level design, I think that's really downplaying just how good and thought out the levels are in Doom on a gameplay standpoint. I can only think of a few maps in Doom 1 that are honestly a little disorienting and the rest is fine, so I kind of think he's talking out of his ass to be honest.
Even if you don't like non-linear style mapping, would you really have the normal modern standard of straight paths sprinkled with scripted events? Only a very few amount of FPS games justify that style, Half-Life being the example that pops in my head constantly.
[QUOTE=BenJammin';44995432]I love maze level design, and it's not hard to navigate at all if you just put a little bit of logic and spacial awareness in your brain. Also the map helps a lot, I dont know what he's talking about.
It's not even "maze" level design, I think that's really downplaying just how good and thought out the levels are in Doom on a gameplay standpoint. I can only think of a few maps in Doom 1 that are honestly a little disorienting and the rest is fine, so I kind of think he's talking out of his ass to be honest.
Even if you don't like non-linear style mapping, would you really have the normal modern standard of straight paths sprinkled with scripted events? Only a very few amount of FPS games justify that style, Half-Life being the example that pops in my head constantly.[/QUOTE]
Some people are just not as good at navigating levels or remembering areas as others. I love the labyrinthine level design of some older games, but a lot of people really have trouble with that, so it's easy to understand why they would be put off by those kinds of maps.
The only one I ever thought was too much were some of Wolfenstein 3d's levels
Wait at 10:15 when he said "Games in the 90s were required to have warehouses, factories, and sewers" was he actually being serious?
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