• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
Does anybody have a some recomendations of mods for Wolf 3D or something for Doom that it's related to Wolfenstein?
[QUOTE=Ghost101;44834916]I'm not sure if I'm in the minority or not, but I loved Doom 3. It had its creepy moments, and did have some big, crazy fights later in. I felt it was a good adaptation of the original, since an old-school FPS probably can't sell as a AAA title anymore, unfortunately.[/QUOTE] I think it can be done. The problem with most old school fps remakes are that people think recreating the exact same maps and enemies will work, when it really requires more than that.
[QUOTE=Ghost101;44834916]I'm not sure if I'm in the minority or not, but I loved Doom 3. It had its creepy moments, and did have some big, crazy fights later in. I felt it was a good adaptation of the original, since an old-school FPS probably can't sell as a AAA title anymore, unfortunately.[/QUOTE] No, I, too, liked Doom 3 but I thought some of the enemy design changes were unnecessary.
[QUOTE=Ghost101;44834916]I'm not sure if I'm in the minority or not, but I loved Doom 3. It had its creepy moments, and did have some big, crazy fights later in. I felt it was a good adaptation of the original, since an old-school FPS probably can't sell as a AAA title anymore, unfortunately.[/QUOTE] you can sell anything so long as you hype and market the hell out of it
[QUOTE=Smug Bastard;44834904]Actually quite a few have, the problem is they're all shitty reskins. [url=http://media.moddb.com/images/mods/1/21/20270/02.jpg]Example[/url][/QUOTE] Holy fuck that is legitimately more terrifying than any of the ~horror~ elements in the first three games
[QUOTE=Smug Bastard;44834904]Actually quite a few have, the problem is they're all shitty reskins. [url=http://media.moddb.com/images/mods/1/21/20270/02.jpg]Example[/url][/QUOTE] What the fuck it looks like they put the textures under the photoshop plastic wrap filter Joazzz where are your model hacks
[QUOTE=Marden;44831046]I've found this article about Doom 4 development, it's not 100% confirmed but if it's true I'm worried about the game. [url]http://www.gamingenthusiast.net/ex-employeed-details-doom-4-development-issues-trouble-brewing-inside-id/[/url][/QUOTE] Nerve is working on the MP.
[QUOTE=27X;44837621]Nerve is working on the MP.[/QUOTE] Seriously? It probably shouldn't but it makes me kinda hype, since they made RTCW's MP.
If they manage to get Zenimax to look into Doom's troubled development, maybe they could see how Raven Software would handle it. They made [del]Resurrection of Evil[/del], Quake IV, and Wolfenstein 2009; they may not take many risks with their previos game designs, but they could at least create a consistent SP if Id really is in proverbial shambles. almost typed shamblers there
RoE was from Nerve, not Raven I wish Raven would've made Hexen 3 (apparently it got canned for wolf 09) There aren't enough Hexen/Dark Messiah-like games anymore
[QUOTE=Bloodshot12;44838189]RoE was from Nerve, not Raven[/QUOTE] Oh, my bad. v:v:v
[QUOTE=RikohZX;44838146]If they manage to get Zenimax to look into Doom's troubled development, maybe they could see how Raven Software would handle it. They made [del]Resurrection of Evil[/del], Quake IV, and Wolfenstein 2009; they may not take many risks with their previos game designs, but they could at least create a consistent SP if Id really is in proverbial shambles. almost typed shamblers there[/QUOTE] Raven's gone. Ironically some folks went from there to id, and then left there when they started this good ol boys club bullshit. The Raven that remains is literally like Monolith, it's a tech clearing house and not much else. A lot of their folks left for other studios and Human Head after Wolfenstein and Singularity's poor sales and Activision's meddling and other shit going down.
[QUOTE=27X;44838338]The Raven that remains is literally like Monolith, it's a tech clearing house and not much else. A lot of their folks left for other studios and Human Head after Wolfenstein and Singularity's poor sales and Activision's meddling and other shit going down.[/QUOTE]Actually, as I understand it, Raven makes Call of Duty map packs now.
[QUOTE=The Kins;44839337]Actually, as I understand it, Raven makes Call of Duty map packs now.[/QUOTE] Exactly, they do DLC duty for Activision titles, just as Monolith does tech and content for WB games.
I beat Doom II the other day and boy I felt accomplished. The last levels of that game just go to insane levels of rage-inducing, but I felt it was fair and a great challenge. I loved it. Then I move onto Doom 64. At this point I've been through a little over half of it. It sucks. I think the graphics are awesome and the music compliments it so well, but the random inconsistencies with the last games on top of the inconsistencies with itself are annoying. Case and point: There's apparently a switch that you have to shoot in the game. It looks like any other switch, but is the only one you can shoot to activate. That's ridiculous. I spent so long trying to figure that out and while I am slow when it comes to figuring out where the switches are and stuff, it breaks it's own rules and wastes time. On top of that, in Doom II, I'm able to get rid of those flaming skull things with my shotgun. It can be difficult at times, but they generally won't charge and recharge faster than I can shoot. In Doom 64, I have to whip out my chaingun and just spam in their general direction because the time between their charges is absolutely nothing. Every other enemy in the game is fun to fight and understandable, but the skulls suck. I'm determined to finish it, though, so I can move onto Doom 3. I'm aware that Doom 64 isn't canon, but I want to get it out of the way.
[QUOTE=wauterboi;44857315]Case and point: There's apparently a switch that you have to shoot in the game. It looks like any other switch, but is the only one you can shoot to activate.[/QUOTE] This has happened in one of the earlier Dooms too. It's just not common. (I think it's Ultimate Doom or maybe Final Doom.)
I don't remember doing that at all in the last Dooms. Hmm. Perhaps I'm just crazy.
It was probably in TNT/Plutonia. They had some bullshit puzzles.
Forget it, I'm done with Doom 64. I'll tell you what, I'm not the best player when it comes to puzzles and stuff - I always miss something extremely important that's right in my face. It'll take me up to a half-hour sometimes in games like Portal to realize there was a ledge I was missing or something. I interpret that as my fault and I've got no problems with it. I didn't really do it so much in Doom I or II and it was an enjoyable experience. However, in Doom 64, that's not the case, and I'm often looking for switches and things in a world made up of props that look absolutely non-interactive and props that look interactive but don't do anything. Switches hidden in complete darkness hidden in some random corner... what is up with that? I don't think the level design highlights objectives very well and I often find myself back-tracking and then back-tracking again and then back-tracking another time to find a switch hidden in a crevice that I wouldn't have seen in a million years. Oh, and I hate that monsters appear in absolute thin air in this iteration of Doom. In Doom I and II, switches will open doors that flood the room with monsters. In this one, they just fade into existence and they don't even need a button to do it. They'll just appear out of the blue because of a weird scripted sequence. The last level I just said, "Forget it," and went into noclip mode. Then I thought, "What's the point of this? I give up." The monsters aren't enjoyable to fight, the levels take a million times longer because finding the objectives is a terrible game of hide and seek, and it sucks. And that sucks, because it's extremely good looking and my friends have enjoyed it a ton. I can't. Pardon the rant, it's just absolutely brain melting.
[QUOTE=wauterboi;44857315]the random inconsistencies with the last games on top of the inconsistencies with itself are annoying. Case and point: There's apparently a switch that you have to shoot in the game. It looks like any other switch, but is the only one you can shoot to activate. That's ridiculous. I spent so long trying to figure that out and while I am slow when it comes to figuring out where the switches are and stuff, it breaks it's own rules and wastes time.[/quote]In Doom 2, it is literally 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. In MAP 28: The Spirit World, it is impossible to enter the red skull key exit room without shooting the appropriate pentagram flesh wall. This doesn't even begin to account for the number of secrets that can only be accessed through shootable switches or walls such as the BFG in MAP08. Simply put, you would have to have tried very hard to beat Doom 2 without realizing you could and should shoot switches to proceed. [quote]On top of that, in Doom II, I'm able to get rid of those flaming skull things with my shotgun. It can be difficult at times, but they generally won't charge and recharge faster than I can shoot.In Doom 64, I have to whip out my chaingun and just spam in their general direction because the time between their charges is absolutely nothing.[/QUOTE]Lost Souls were made more aggressive in Doom 64 because, by that time, everyone knew that you could completely nullify their threat posed by Pain Elemantals simply by [url=http://youtu.be/HJcf0aOwmiA?t=2m10s]humping the Pain Elemantal[/url]. However, this buff is highly offset by the fact that the Doom 64 Lost Soul actually possesses less health than its PC counterpart, allowing you to kill one incredibly easily with a single shotgun blast which is [url=http://www.doomworld.com/vb/showthread.php?s=&postid=861019#post861019]extremely unlikely in Doom/Doom 2[/url]. [QUOTE=wauterboi;44857567]Oh, and I hate that monsters appear in absolute thin air in this iteration of Doom. In Doom I and II, switches will open doors that flood the room with monsters. In this one, they just fade into existence and they don't even need a button to do it. They'll just appear out of the blue because of a weird scripted sequence.[/quote]Teleporting in monsters out of thin air also occurs copiously in Doom and Doom 2 similarly by triggering walkover linedefs, aka walking over a certain line. This is a staple of the series, and it began at the very beginning in Doom with the pentagram trap in E1M9.
Usually the walls that had to be shot were reasonably easy to figure out except for The Citadel, which I ended up unfairly noclipping out past. It didn't occur to me that the platform would raise if I shot the red wall. I dealt with the rest no problem, because I consider the walls to be separate from the buttons. The literal buttons/switches (not the walls but actual buttons) never had to be shot when I played through them, which is the problem I have with Doom 64. Maybe I've got a foggy memory from the six months it took me to beat Doom II. (yay college and other stuff) I think it would've been better to give the Pain Elemental a short melee attack as opposed to making their output a bit ridiculous with the charges. Every other enemy in the game is alright to deal with except for the skulls, which is just not fun to fight. That's the weirdness of the game, it's just not as fun to play as the first two Dooms I played. Fights with what are supposed to be the harder enemies are just lame and fights with the skulls is like playing Doom II in fast-forward. I argued the teleporting thing with my brother to the gym, and he told me that there was actually a lot of teleporting in Doom. I revise my statement: Teleporting in makes at least some logical sense, where as fading into existence makes none and breaks the immersion for me. I don't remember seeing monsters appear out of the blue, you usually hear the teleport sound and see the effect. I'm just a nitpicky negative nancy, but it's because I absolutely loved the first two Dooms and I just feel the 64 version didn't live up to what the first two Dooms offered.
I've been playing Doom 64 and it's like they looked at the gameplay of the second game, and some of the more claustrophobic level designs of the first game and tried to merge them together. They also really love puzzles, traps and switch-hunting.
I think they still teleported in in D64 though, it just had a different effect. I've never been a fan of teleport traps anyway, they're more about reaction time than anything else.
[QUOTE=Ghost101;44863435]I think they still teleported in in D64 though, it just had a different effect. I've never been a fan of teleport traps anyway, they're more about reaction time than anything else.[/QUOTE] In Doom 1 & 2, they had a green flash teleport effect with a distinct noise as enemies just warp in once you've triggered something. Some traps in Doom II, especially in Tricks and Traps (natch), liked warping enemies behind you once they were alerted. Doom 64 just has them fade in from nowhere with a different sound, and sometimes it's easy to miss the sound, so you'll just turn around and suddenly enemies.
I want to see only one video and one pic of Doom 4, see if it's going to live up the name
[media]http://www.youtube.com/watch?v=AzKa-Z4FEC0[/media] [t]http://i.imgur.com/w21g21q.png[/t] Too bad is a private mod for Reddit users Also nobody knows anything related about modding Wolf3D? Or porting it to Doom?
[QUOTE=KayoDuck;44869504] Also nobody knows anything related about modding Wolf3D? Or porting it to Doom?[/QUOTE] Not sure if this is what you meant [url]http://www.afadoomer.com/wolf3d/default.php[/url]
[QUOTE=KayoDuck;44835229]Does anybody have a some recomendations of mods for Wolf 3D or something for Doom that it's related to Wolfenstein?[/QUOTE] [URL="http://www.doomworld.com/wolfendoom/index2.html"]WolfenDoom[/URL] would be what you're looking for. There's also some mods on the Zdoom forums that are based on this as well. Also found this as well: [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45011&hilit=wolfendoom"]Wolfendoom Undercover[/URL] There might be some more, but I think this'll be enough to get you started.
[QUOTE=Tuskin;44869659]Not sure if this is what you meant [URL]http://www.afadoomer.com/wolf3d/default.php[/URL][/QUOTE] Eh, the dead bodies are obstacles for some reason and you don't have any lifes, so when you die is necessary to restart. Weird [editline]21st May 2014[/editline] [QUOTE=Cryomundus;44869872][URL="http://www.doomworld.com/wolfendoom/index2.html"]WolfenDoom[/URL] would be what you're looking for. There's also some mods on the Zdoom forums that are based on this as well. Also found this as well: [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45011&hilit=wolfendoom"]Wolfendoom Undercover[/URL] There might be some more, but I think this'll be enough to get you started.[/QUOTE] Download doesn't work anymore, it redirects to some site and it keeps like that. [editline]21st May 2014[/editline] [media]http://www.youtube.com/watch?v=OOg0BhlIvyQ[/media]
[QUOTE=KayoDuck;44869934]Eh, the dead bodies are obstacles for some reason and you don't have any lifes, so when you die is necessary to restart. Weird [editline]21st May 2014[/editline] Sorry about that, didn't think to try the download. Try here: [URL="http://www.moddb.com/mods/wolfendoom"]http://www.moddb.com/mods/wolfendoom[/URL] Download doesn't work anymore, it redirects to some site and it keeps like that. [editline]21st May 2014[/editline] [media]http://www.youtube.com/watch?v=OOg0BhlIvyQ[/media][/QUOTE] Sorry about that, didn't think to try the download. Try here: [URL="http://www.moddb.com/mods/wolfendoom"]http://www.moddb.com/mods/wolfendoom[/URL] edit: And it shoved my response in the quote. Weird.
Sorry, you need to Log In to post a reply to this thread.