• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
I remember back when Nashgore was still the go-to resource for people to implement new gore effects in their wads. I think it still gets used today for some mods, even though it was released almost 9 years ago. I also remember when someone first implemented headshots in a showcase mod, where the author somehow managed to hack it together by attaching a second actor, the "head", to the original monster, which you could then kill separately and blood would gush out for a while. I'm starting to feel old thinking back on these things. Those were the days.
[QUOTE=Nicknine;48013380]PS1 version did that and there's a mod that is essentially a port of PS1 version. EDIT: Here it is [url]http://www.doomworld.com/vb/wads-mods/57957-psx-doom-final-doom-tc-version-2-1-now-released/[/url][/QUOTE] Looks pretty cool, thanks! Bunch of other changes like the sounds and lighting, but it's the closest thing to what I wanted.
[QUOTE=Doom14;48013627]Naw, no wounds open. We love to vent and spew about our lovechild all day. Doom is still around only because of it's mod community. If the community latched onto, or the mod tools were easier for: Hexen, Quake, Heretic (lol), Duke Nukem, Shadow Warrior, etc - any one of those could've wound up in Doom's position. But at it's core, Doom is as simple as it is versatile which really makes it a great platform for just about anything. Part of me wishes more people did stuff with Shadow Warrior, which built on Duke's BUILD engine rather majorly. Damn thing was the earliest FPS game I ever played that supported drivable vehicles (shoutout to Duke's slopes, trams, and other useful functions though), even said vehicles had to be painstakingly built into the map itself.[/QUOTE] What's wrong with Heretic?
[QUOTE=E.C.S;48013291]Yeah, my real problem with Brutal Doom isn't the mod itself or the author but the people. There are so many mods and maps out there which deserves more attention but Brutal Doom just takes it all, the worst part is people that never played Doom or know anything about it and the first thing they do is get Doom from some random "abandoware" site or just get some "mega pack" that comes with Doom and Brutal Doom. It's painful to see people not even buying it because "It's an old game and isn't supported anymore" when the game is still being sold. The story around Brutal Doom just reminds me how fair the world is.[/QUOTE] Sounds to me like someone needs to start handing out bans for idiots. Brutal Doom, much like it's author, is uninteresting.
[QUOTE=Doom14;48013627] Part of me wishes more people did stuff with Shadow Warrior, which built on Duke's BUILD engine rather majorly. Damn thing was the earliest FPS game I ever played that supported drivable vehicles (shoutout to Duke's slopes, trams, and other useful functions though), even said vehicles had to be painstakingly built into the map itself.[/QUOTE] Shadow Warrior never had its source code released, plus its arcitecture never supported .con files. Meaning that while you could make maps for it and make 'new' weapons by replacing the texture of the Uzi to say, an AK, you coulden't change how it functions. Edit: Actually thinking back it did have its source code released, but the lack of .con files really bit it in the chest. Early Duke3d mods used .con files to really change up how the game was going
I would consider Brutal Doom to be highly overrated, I guess I can see the appeal to a certain audience but beyond that it's just...eh. In terms of non-megawad/mapset wads, I really like mods akin to DoomRL and pretty much pure gameplay extension. I don't think it's right to say Brutal Doom is overshadowing the spotlight of other mods developed for Doom though, I would like to think that they still receive the same absolute amount of attention today than what they would receive.
[QUOTE=Lijitsu;48013753]What's wrong with Heretic?[/QUOTE] Oh, nothing! I just went "lol" because both it's engine and gameplay doesn't bring a lot new to the table. It feels, effectively, like a reskinned Doom, namely because a lot of the weapons fulfill similar rolls. To me, of what I named, it just seemed like the least likely candidate to ever wind up in Doom's place.
[QUOTE=Doom14;48013973]Oh, nothing! I just went "lol" because both it's engine and gameplay doesn't bring a lot new to the table. It feels, effectively, like a reskinned Doom, namely because a lot of the weapons fulfill similar rolls. To me, of what I named, it just seemed like the least likely candidate to ever wind up in Doom's place.[/QUOTE] Fair enough, although I think that's what I enjoyed about it the most as a kid. It was basically fantasy Doom + items. I was super into fantasy as a kid, - I blame Dungeons & Dragons, playing that for the first time at around age 2 left a serious mark on me - so the setting with more magic and less super dark spooky environments drew me in.
I liked Heretic, but yeah in terms of gameplay it was VERY similar to Doom, with the exception of having the items system. Hexen on the other hand felt a fair bit different. Technically there were fewer weapons and only two ammo types (Blue for second weapon, Green for third weapon, and the "Ult Weapon" for your class ate both), but the level design was rather different from the standard Doom/Heretic way of doing things, in that you had the hub world and several smaller levels that branched off of the hub, then once you completed everything in the current set of levels you progressed towards the next hub. So basically I'm saying I'd probably enjoy a Hexen remake more than a Heretic remake, though it should take a few elements from both. For instance, have the more intricate level designs of Hexen (because I am a goddamn minotaur), but have more weapon variety so that I'm not just switching between Serpent Staff and Firestorm, falling back on the Mace when I'm OOM and saving the Wraithverge for splurging out on boss fights. Remembering all these games makes me wanna learn how to program, get my hands on a reliable engine and make a shooter like Hexen (but with modern features like mouselook). I could probably make some decent sprites if I put my heart into it, and hopefully it won't be trash, plus I wouldn't need to focus on 3D modelling and instead have more time to make the systems engaging.
I always liked Brutal Doom really for the gore and not much else. Fatalities are fine and all, but they kind of slow the game down. Weapons, take 'em or leave 'em. Growing up on healthy doses of horror movies and Mortal Kombat, I'm honestly kind of a gore hound. Not in real life, mind you, but the idea of blowing up an enemy and having red paste splatter the walls, it's satisfying. I didn't get into Doom through Brutal Doom. I started with the vanilla shareware version on my old Windows XP desktop, back when DOS executables were still natively supported. The first version of Brutal Doom I played was probably 2 or 3 years ago, back in the Skulltag days. It was a fine mod, it still is, but that whole fiasco with with Mark put me on a year-long self-imposed ban on Brutal Doom. I've kind of lifted it, but I really only play the old Lite version. V20 is just kind of bland.
I didn't even get to play the full version of Doom until around seven-eight years ago, and didn't get to play Doom 2 proper until the same time. Despite being born the same year Doom 1 came out I didn't even play it until I was 4-5 years old, and the shareware version at that. If anything, my first 'full' Doom experience was with the PS1 version when I was 12-13 years old, if not younger than that. Considering this means I haven't essentially beaten Doom 1 until a couple days ago in full, I've got a lot to catch up on. And I don't think i'd ever be able to complete Plutonia or TNT.
[QUOTE=Mysterious;48012910]I'm currently playing through BTSX E2 and a friend warned me to not even try that map so I steered clear.[/QUOTE] It's extremely slaughter-y, but good fun if you enjoy those types of maps.
3 was my first Doom experiance. I remember thinking how awesome it was that you could read PDAs or how your crosshair turns into a cursor when interacting with computer stuff Playing with mods that added more stuff to spawn and making huge fights was fun too.
I think 3 was my first experience too, as I had the demo on a disc that came with one of the gaming magazines (probably PCZone or PCGamer). But then I got my hands on a copy of The Ultimate Doom, and that was good although this was before stuff like GZDoom.
My first experience was probably ps1 doom, but that was way back when. The first time I played a Doom game knowing it was Doom 3. That scared me as a kid so I didn't come back to it until a few years back. Then I went back and played ps1 Doom and really liked it. I did however get stuck one one of the Hell levels that still confuses me to this day. I then got Doom 1 and 2 over steam, dabbled with them. I finished one but not two.
[QUOTE=Mike Tyson;48014424]It's extremely slaughter-y, but good fun if you enjoy those types of maps.[/QUOTE] slaughter maps are fine as long as they aren't just gigantic undetailed monster closets with a spawn point inside.
My grandpa had a whole bunch of early-mid 90's computer games like Doom, WarCraft 2, and Star Control 3. Doom was one of the first games I played when I was like 4-5.
[QUOTE=Mysterious;48014804]slaughter maps are fine as long as they aren't just gigantic undetailed monster closets with a spawn point inside.[/QUOTE] Even if it isn't underdetailed, shit slaughter maps are some of the least fun in Doom ever. There's this one, I don't remember the name, but it literally had 6000 monsters on it in one map. The map was incredibly detailed, but you'd open a door and see 30 mancubi and it's just like, who plays that and enjoys it? Who can even finish it? It's just stupid and unplayable.
Slaughtermaps tread a fine line between "oh man this is awesome" and "why is there 750 revenants, who finds this fun"
A lot of the time, I find that slaughter maps can actually be quite slow paced. When you're up against a room full to the brim with revenants or 30+ mancubi, you'll probably have to duck in and out of cover instead of just going in guns blazing. That being said, can anyone recommend a few decent slaughter maps?
750 Revenants!? What kind of pansy ass slaughter map stops at 750? [t]http://i.imgur.com/5wqBRsW.jpg[/t]
Deus Vult II! That's the WAD I'm thinking of. Well made maps, but the enemy placement is absolutely horrid. If they removed 3 quarters of them it would probably be decent.
Speaking of slaughter maps, anyone played nuts.wad? There's 10000 monsters, never finished it before as my computer slows to a halt because of the mass infighting. It's beatable, however. [t]http://media.moddb.com/images/downloads/1/18/17264/NUTS.WAD_2.png[/t]
[QUOTE=arbio22;48015788]Speaking of slaughter maps, anyone played nuts.wad? There's 10000 monsters, never finished it before as my computer slows to a halt because of the mass infighting. It's beatable, however. [t]http://media.moddb.com/images/downloads/1/18/17264/NUTS.WAD_2.png[/t][/QUOTE] [url]http://forum.zdoom.org/viewtopic.php?f=19&t=48872[/url]
[QUOTE=RikohZX;48015856][URL]http://forum.zdoom.org/viewtopic.php?f=19&t=48872[/URL][/QUOTE] So I tried that with BDJ for comedy. [t]http://i.cubeupload.com/EEDwoO.png[/t] It was the prettiest slideshow. 10x makes Russian Overkill crazy fun though, highly recommend mixing the two.
Nuts.wad wasn't too hard to beat once I knew the strategy, but bloody hell did I feel an FPS drop that I do not expect from playing anything DOOM related. God knows how PCs in the 90s dealt with it.
they didn't
[QUOTE=Marphy Black;48015311]750 Revenants!? What kind of pansy ass slaughter map stops at 750? [t]http://i.imgur.com/5wqBRsW.jpg[/t][/QUOTE] This is art. BFG the art. You now feel mentally relaxed.
You know what's a cool thing to add to Nuts? Every time you kill a monster, it spawns a slightly weaker monster type immediately on the spot. Gotta keep that replayability going.
[QUOTE=gufu;48016976]You know what's a cool thing to add to Nuts? Every time you kill a monster, it spawns a slightly weaker monster type immediately on the spot. Gotta keep that replayability going.[/QUOTE] what would be the list from strongest to weakest i'm going to make it happen
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