[QUOTE=riki2cool;47604056]So I've been searching for this old doom-ish game for several years now, and I don't believe I've ever asked anyone here.
It's a 1998-2002 3D Egyptian crypt themed first person shooter (at least the first level/demo level is). The game starts out with you falling down a large hole. If you managed to stick to the right side as you fall you could land on a small platform with a diamond on it. I believe you collected diamonds to increase your score or something.
You basically shoot some enemies, I don't remember how they looked but I think they were tiki-themed oddly enough, or at least had some sort of tribal theme. You run up a ramp and jump unto a platform and now you're exposed to the outside. On both left and right there are walls so you can only go forward, where you find a pyramid guarded by a large rock door with a face on it that will crush you unless you're fast enough. If you get past him you end up in a tight corridor where you turn left.
Now there's a bridge or something, and under it there is sand (you're still in the pyramid I think, however there is no roof). Two phoenix-like birds, one blue and one red, will now circle around you and attack you and so on. Has anyone ever heard or seen of a game like this before?[/QUOTE]
Powerslave/Exhumed? I haven't played it but it sounds like it
[QUOTE=Zang-Pog;47604317]
Montezuma's Return, perhaps?[/QUOTE]
Yes! That's it!
How did you find this?
[editline]28th April 2015[/editline]
btw, [URL="https://www.youtube.com/watch?v=GyyYih9zHz8"]this[/URL] was the level I talked about.
Ah man the memories are coming back. The bouncy platforms, the pearls and even the ropes that sounded like meat being grinded when you climbed up them.
That game looks really advanced for 98
[thumb]https://40.media.tumblr.com/5244b3be9fb10839d41221a31b693e90/tumblr_nnkimjGtwD1szent1o1_1280.png[/thumb]
Something seems different here. Hmmm.
[url]http://quakeone.com/news/site-news/11486-community-q-john-romero.html[/url]
[QUOTE]
Originally Posted by John Romero
Hi Chris, sorry it took so long:
Originally Posted by hadowswift
I have to be the asshole and ask Romero if he's read any of "You Find Yourself in E1M1", if so, what does he think? Where could I improve as a creative writer in his opinion? *url [url]http://quakeone.com/forums/quake-tal...self-e1m1.html[/url]
Originally Posted by Romero
I used to write stories like this with my friends where we’d write a sentence in an adventure and each person would either try to kill the character, save the character, or just do insane stuff. It’s a lot of fun. I read the thread on quakeone.com and saw it was interesting to some.
Originally Posted by hadowswift
Where is Romero living now? If it's away from home, does he miss Dallas/Richardson? (As fellow Dallasite/Richardsonite, I just gotta know )
Originally Posted by Romero
I’m living in silicon valley in California. I don’t miss Dallas as I was there for 11 years and had plenty of it.
Originally Posted by SSCHM
Tell him I said "hi," and ask him if he wants to 1v1 me on DM2.
Originally Posted by Romero
I don’t ever really deathmatch over the net – only here at my place……or at GDC.
Originally Posted by Wick3dLord
Mr. Romero, [NP]•striker• wants to know.... when are you going to stop by CAX and get gRaped?
Originally Posted by Romero
I was at CAX last year but didn’t see any deathmatching, just lots of pinball and classic games.
Originally Posted by JDSTONER
if you could ask how quake one and quake 2 are connected... this question has been baffling us single players for a long time
Originally Posted by Romero
Quake 1 & 2 are not connected at all. After I left there was an internal backlash against my design for Quake One, so they invented the Strogg and it all had nothing to do with the Lovecraftian lore we constructed in Quake One.
Originally Posted by JDSTONER
also ask if there was anything they wanted to put in quake they just could not do at the time. what hit the cutting room floor.
Originally Posted by Romero
The cutting room floor of Quake One had a ton of stuff on it. The game was originally not going to be an FPS with guns. Even redesigning the game as an FPS was more elaborate than what we shipped.
Originally Posted by JDSTONER
oh yea one other thing see if you can get the story out of him of that photo i posted of him trent from NIN and robin Williams seems like a strange combo there must be a good story to it.
Originally Posted by Romero
I never saw this photo.
Originally Posted by Mindz
I heard through the grapevine you are working on a new first person shooter game,I was curious as to if Quake would be having an influence of sorts on this game?Also, as you could imagine, us die-hard Quake1 fans have been yearning for that mythical new game that accurately captures the intensity / atmosphere that we've come to love about Quake1 multiplayer. I've played many modern first person shooter games,and none have actually done this in my opinion.
Originally Posted by Romero
Both Quake and DOOM are heavy influences on my new shooter’s design.
Originally Posted by Mindz
Would you ever consider utilizing the Quakeone.com community as beta testers for you're next or future projects?
Originally Posted by Romero
Yes, I probably would, as well as doomworld.com.
Originally Posted by Zop
So, let's ask him what his favorite question was, at least one that stood out apart from most.From either this episode of "Between two Quads" or previous Q&A'S
Originally Posted by Romero
Favorite question from where?
Originally Posted by Adam
Do you have any advice for game developers who are just starting out?
Originally Posted by Romero
Yes – learn at home. Read online guides. Practice 1000x. Make small projects, lots of them.
Originally Posted by Adam
What elements do you believe make good gameplay?
Originally Posted by Romero
Interesting decisions for the player. Awesome feedback for their actions. Mystery.
Originally Posted by Adam
Has your outlook changed in the last twenty years on how to make games?
Originally Posted by Romero
Yes, I’ve gotten much better at it so my outlook has changed.
Originally Posted by Adam
If you had still been at id when Doom3 and/or Rage had been created, would you have made them differently?
Originally Posted by Romero
I would not have made any more DOOM games after DOOM 2. I wouldn’t have made Rage because Fallout 3 was already out, and a post-apocalyptic future is an overdone setting.
Originally Posted by Talisa
has romero ever regretted leaving ID?
Originally Posted by Romero
Definitely not.
Originally Posted by Talisa
what does romero think how the future of ID (after quake) wouldve looked like if he hadnt left?
Originally Posted by Romero
We would not have made endless sequels of our games, we would have kept making new games where we release a shareware version and a full-price version. Our business model would have changed at some point, but we would have kept making brand-new games.
Originally Posted by Talisa
what are romero's favourite game-mods?"
and im not just talking about mods of ID-games, but just in general, of any games there are
Originally Posted by Romero
Counterstrike, TF2 and Portal are awesome mods that got fully developed.
Originally Posted by Mindz
I heard through the grapeinve you are working on a new first person shooter game,I was curious as to if Quake would be having an influence of sorts on this game?Also, as you could imagine, us die-hard Quake1 fans have been yearning for that mythical new game that accurately captures the intensity / atmosphere that we've come to love about Quake1 multiplayer. I've played many modern first person shooter games,and none have actually done this in my opinion.
Originally Posted by Romero
The intensity and atmosphere of the game is incredibly important. It will have its own special feeling to it.
Originally Posted by Mr.Burns/Monty
As with a lot of collaborative projects the end result is often a hybrid of the ideas formed from the individual contributions, a collective vision if you will. It might be interesting to get John's take on how different Quake may have looked and felt were it hypothetically a "Romero only" development.
Originally Posted by Romero
The original idea behind Quake was to see how well we could make a hand-to-hand fighting game in 3D. We would have experimented with camera angles/positioning and really dynamic character interactions and feedback. I can’t say it would have turned out great during development and we would have changed direction if so.
Originally Posted by Mr.Burns/Monty
In what direction would John liked to have taken quake in the sequels?
Originally Posted by Romero
I would not have made a sequel past Quake 2.
Originally Posted by Mr.Burns/Monty
What are John's views on the more recent developments such as the SMC, Darkplaces, FTE, and Qrack.
Originally Posted by Romero
I absolutely love the source ports of Quake. Darkplaces is my fave so far. What I really want is the music playing without the CD.
Originally Posted by Mr.Burns/Monty
Just to echo Talisa's idea, what was/is John's favourite Quake 1 mod?
Originally Posted by Romero
I don’t play Quake mods because I’m always busy making games. The runes and grappling hook were, of course, epic.
Originally Posted by Mr.Burns/Monty
What are John's hopes and suggestions for the future of Quake 1?
Originally Posted by Romero
Well, to me Quake One was done when we made it. I don’t see it going anywhere except having fans creating more levels and pushing the boundaries of what we made and maybe better expressing what we were going for in the areas of exploration, seeing amazing architecture, experiencing surprising and fun gameplay, and figuring out better ways to terrify the player.
[/QUOTE]
Someone [URL="https://twitter.com/Sneakernets"]on Twitter[/URL] found the toy iD used to make the BFG. [IMG]http://i.imgur.com/EdHyQUC.jpg[/IMG]
Here's a comparison:
[IMG]http://i.imgur.com/iExAEfp.jpg[/IMG][IMG]http://i.imgur.com/bfWP6Lq.png[/IMG]
[QUOTE=Starlight 456;47633415]Someone [URL="https://twitter.com/Sneakernets"]on Twitter[/URL] found the toy iD used to make the BFG. [IMG]http://i.imgur.com/EdHyQUC.jpg[/IMG]
Here's a comparison:
[IMG]http://i.imgur.com/iExAEfp.jpg[/IMG][IMG]http://i.imgur.com/bfWP6Lq.png[/IMG][/QUOTE]
Toy name?
I plan on collecting all of those and keeping on a collection.
[QUOTE=Matsilagi;47633468]Toy name?
I plan on collecting all of those and keeping on a collection.[/QUOTE]
He didn't give one, as far as I could tell. Sorry.
[QUOTE=Kegan;47624369][thumb]https://40.media.tumblr.com/5244b3be9fb10839d41221a31b693e90/tumblr_nnkimjGtwD1szent1o1_1280.png[/thumb]
Something seems different here. Hmmm.[/QUOTE]
more like [B]scrub[/B]dronum
i thought G/ZDoom handled multiplayer a-ok
[img]https://36.media.tumblr.com/632191e253de3a438af0446336f8df0f/tumblr_nnne5p7nqS1szcxzqo8_1280.jpg[/img]
Just one of a billion different variants and reproductions of the damn thing. It'd be quite hard to track down the original.
But if it helps, the original doom reference one was called "The machine".
Woah, FULL battle action sounds?
[QUOTE=comet1337;47636685]more like [B]scrub[/B]dronum
i thought G/ZDoom handled multiplayer a-ok[/QUOTE]
Yeah if you only wanna play with like 3 other people :v:
This is a huge step for me and GMOTA, I'm pretty stoked about bringing it over and further broadening the player base
[QUOTE=comet1337;47636685]more like [B]scrub[/B]dronum
i thought G/ZDoom handled multiplayer a-ok[/QUOTE]
G/ZDoom has so many issues with its multiplayer it's not even funny.
But even avoiding the whole personal preference between which source port you prefer, being able to have a mod run on two source ports instead of just one means that it's accessible for a wider audience and means players don't have to play favorites and can pick the source port he or she prefers.
gzdoom multiplayer: "Out of sync"
[QUOTE=Mike Tyson;47641019]gzdoom multiplayer: "Out of sync"[/QUOTE]
SENDING ACK
[t]https://farm8.staticflickr.com/7559/16338659405_e7fc24513e_c.jpg[/t]
[t]https://farm9.staticflickr.com/8677/16355638295_9bb3844f6a_c.jpg[/t]
[t]https://farm9.staticflickr.com/8608/15739649873_57c1b10ddb_c.jpg[/t]
[t]https://farm8.staticflickr.com/7453/16198370070_7c9c1ecdb5_c.jpg[/t]
This guy makes me clamor for a modern lovecraft Quake
[url]https://www.flickr.com/photos/doomhd/15739649873/in/photostream/[/url]
His doom stuff is great too
Honestly I would love to see Quake and Doom with modern visuals but with the slightly cartoony artstyle of the old ones, and in Doom's case, vibrant colors.
Kind of like Generations Arena but with even more modern visuals than just really HQ/polished Quake 3 stuff
Made some promo stuff for Golden Souls 2
[t]http://i.imgur.com/maPMK6T.png[/t]
[img]http://i.imgur.com/YJAgCLL.png[/img]
Man, Doom 2's level design really goes down the drain in the later levels. Just confusing and unintuitive as all hell.
[QUOTE=Starlight 456;47660498]Man, Doom 2's level design really goes down the drain in the later levels. Just confusing and unintuitive as all hell.[/QUOTE]
It's weird that one of the best levels to me is MAP29, where they throw everything and the kitchen sink at you but don't even try to be really complicated about it. Once you figure out the pattern to trace back when you near-literally hit a roadblock, it's just one straightforward path filled with a lot of enemies and with progression switches just barely off the beaten path.
I have learned a lot about doom mapping just from the large of amount of hours experimenting, making bad levels etc.
But the 2 maps I am working on now are going to be thoroughly bitchen.
First map is a Boom compatible 90's style inspired map (for real this time), inspired by lots of stuff from Knee Deep in The Dead, Final Doom on ps1, and Master Levels. It's a traditional style map, which actually takes a lot longer to make in my opinion because there's lots of trial and error and going over the map a lot with small details making sure it feels like a good doom map.
The second map I am making is something I just recently started working on the kind of relax with the first map and focus on something that's creatively more open.
It's going to be a very odd conceptual abstract type thing. It's GZDoom only and takes place in a large black void, hopping between floating areas, getting keys, with lots of 3d based geometry that can only be done in GZDoom. It's inspired by Super Monkey Ball, just those odd floating levels sitting in space.
However, when you finish getting all the keys, a MASSIVE lighted room gets revealed with a large cut out square that opens to a sky texture, which I think makes a great contrast to the void area, but also makes you question just what have you been exploring in the first place, if a sky exists yet you have been going through empty voidless space the whole time.
Honestly, i'm still paranoid about Doom 4. The info I remember from last year still has me on edge because it's all too easy for this to turn out like something that barely even resembles Doom, even with chainsawing zombies and revenants. I really hope that beta comes soon after whatever happens at E3. And I get the feeling it's gonna be on the same engine as RAGE and the recent Wolfenstein entries, which means while the models will certainly be extracted in due time, it'll be a technical mess yet again with little proper potential for modding.
Which, with this being Doom and all, would be a goddamn shame.
Man, everyone who hasn't already played Adventures of Square needs to do so right now. Fucking rad TC that could probably be sold for actual money when the full version comes out.
Well from what we know is that it is gory. Also you can use a severed hand to open a door
[editline]7th May 2015[/editline]
Doom 4 that is
I'm hoping it's not too goofy, using a severed hand sounds more funny than cool. My ideal Doom is closer to Doom 3 and Doom 64 than necessarily just Doom 2 with some Brutal Doom stuff.
Between GMOTA, I've also been playing around with a weaponset where I've approached random folks and asked them what would they replace out of the vanilla doom arsenal, the results have been interesting thus far.
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/guns.webm[/vid]
I'm responsible for the pistol's idea though, infinite reload sidearms are awesome, though sgt shivers is responsible for the sick ass pistol and plasma shotgun sprites.
Connecting a switch to open a door in Doom Builder is pure pain. I follow all the guides I'm finding by the letter and it simply refuses to work.
[QUOTE=Starlight 456;47682720]Connecting a switch to open a door in Doom Builder is pure pain. I follow all the guides I'm finding by the letter and it simply refuses to work.[/QUOTE]
make sure your button sidedef is pointing out and not in
[QUOTE=UberMunchkin;47687362]Late reply but the one thing I hate was on the level before the Icon of Sin - How would you know that you had to [I]shoot the walls[/I]? Literally it was the first and only time the mechanic was used.[/QUOTE]
Not the only time, but I remember being stuck on the courtyard for DAYS as a kid because of exactly the same reason.
(Oh btw we're talking '96 or '97 here, pre-internet for me)
i hate shoot switches in doom and i wish no map would ever use them again. it just makes you run around in circles till you see this random fuckin switch and realise you have to shoot it. its not bad whan its obvious its a shoot switch but mappers never do that
[QUOTE=UberMunchkin;47687362]Literally it was the first and only time the mechanic was used.[/QUOTE]It is impossible to proceed past the very beginning room of MAP18: The Courtyard without shooting a switch. In MAP19: The Citadel, it is impossible to acquire the red skull key without activating a shootable switch. There are also the number of secret areas that can only be accessed through shootable switches or walls such as the BFG in MAP08. You would have to have tried very hard to beat Doom 2 without realizing you could and should shoot switches to proceed.
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