• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
Yo so quick question: For NPC Marines in GZDoom Builder, how do i recolor them so they're not grey?
[QUOTE=Thatrandomuser;51009035]Don't need those anyway! Just looking to 3D Print the Cyberdemon's cannon arm[/QUOTE] See if you can bump the Doom thread in the Modeling section. Tell them why you need, I'm sure they'll be stoked just to hear about your idea.
A friend started playing Doom and the first mod he finds is no other than H-Doom... I think I lost him.
[QUOTE=E.C.S;51010952]A friend started playing Doom and the first mod he finds is no other than H-Doom... I think I lost him.[/QUOTE] At least it wasn't Brutal Doom.
[QUOTE=E.C.S;51010952]A friend started playing Doom and the first mod he finds is no other than H-Doom... I think I lost him.[/QUOTE] Ive spoken actual words to the guy who made that and he's spoken back to me and this happens every couple of days. Now thats fucked up.
[QUOTE=E.C.S;51010952]A friend started playing Doom and the first mod he finds is no other than H-Doom... I think I lost him.[/QUOTE] Well I mean, it isn't a bad mod. It's pretty well made and definitely original. Could've grabbed something much worse.
As someone who only got into Doom recently, why is the later half of Doom 2 designed like shite?
Check out what 3DRealms is up to. [video=youtube;4HHZfVCbssE]https://www.youtube.com/watch?v=4HHZfVCbssE[/video] Recognize Dusty's voice? It's Jon St Jon. Here's the Kickstarter as well. [url]https://www.kickstarter.com/projects/1093001909/rad-rodgers-the-return-of-the-90s-era-apogee-platf[/url]
[QUOTE=Darth_Kris;51011629]As someone who only got into Doom recently, why is the later half of Doom 2 designed like shite?[/QUOTE] Back when I was little, I didn't think back of Doom 2's level design because I was fascinated with the game overall. Now that several years have passed, I look back at it again and realize how little of the level design made sense. Nothing is consistent or seems to have any purpose, and it goes on for way too long. You're burned out when you're more or less half way through the game.
Holy shit that looks awesome, though I wish they'd tone down the bloom and lighting a little in certain scenes. But the gameplay looks really fun
[QUOTE=Darth_Kris;51011629]As someone who only got into Doom recently, why is the later half of Doom 2 designed like shite?[/QUOTE] The Level Designers were different from Doom 1 and 2, and honestly I think 2 was simply made to give fans "more" and give them some easy money while working on other projects. While its content additions are great, I feel as a game its just nothing more than an expansion pack that didn't push as far as it could have.
[QUOTE=AaronM202;51011446]Ive spoken actual words to the guy who made that and he's spoken back to me and this happens every couple of days. Now thats fucked up.[/QUOTE] HDoomGuy is like the chillest mod dev (aside from BrutalDoom being his trigger word, but with good reasons) ever. He gladly helps out people in both coding and pixel art (not just erotic to boot), if they ask him. [editline]7th September 2016[/editline] [QUOTE=Darth_Kris;51011629]As someone who only got into Doom recently, why is the later half of Doom 2 designed like shite?[/QUOTE] I'd argue that much of Doom 2's maps are designed like shite, primarily because they turn the game into a weird action-puzzle game, rather than something that at least FEELS like there is progression. One map can be entirely different from another, not even holding onto an episodic theme like Doom 1 tried (this is also highly noticeable in E4 of Doom 1, but at least the hell aesthetics held through). Doom 2 is practically an expansion for Doom, with new weapons, enemies, and what amounts to a Map Pack that has maps follow each other. At the same time, it's a great boon to the modding community, and a huge disappointment to anyone who expected something coherent from storyline point. Hell, even Quake felt more grounded.
[QUOTE=jimbobjoe1234;51011723]Check out what 3DRealms is up to. [video=youtube;4HHZfVCbssE]https://www.youtube.com/watch?v=4HHZfVCbssE[/video] Recognize Dusty's voice? It's Jon St Jon. Here's the Kickstarter as well. [url]https://www.kickstarter.com/projects/1093001909/rad-rodgers-the-return-of-the-90s-era-apogee-platf[/url][/QUOTE] I wish there was a vita release planned
[QUOTE=Darth_Kris;51011629]As someone who only got into Doom recently, why is the later half of Doom 2 designed like shite?[/QUOTE] Short answer: Sandy Petersen Long answer: John Romero was too busy smoking weed and pussy snorkeling on his party yacht to actually do any work on the game so they got someone who didn't know what they were doing to act as lead level designer. Doom 2 is better left as an asset pack for good community-created wads. Finish Doom 2 on HMP just to say that you did it and then move on to something actually good like Scythe or No Rest for the Living.
[QUOTE=gufu;51011824]HDoomGuy is like the chillest mod dev (aside from BrutalDoom being his trigger word, but with good reasons) ever. He gladly helps out people in both coding and pixel art (not just erotic to boot), if they ask him.[/QUOTE] Yeah he just hangs out in his Cy.Tube channel half the time and shoots the shit.
[QUOTE=The Calzone;51012235]Short answer: Sandy Petersen Long answer: John Romero was too busy smoking weed and pussy snorkeling on his party yacht to actually do any work on the game so they got someone who didn't know what they were doing to act as lead level designer. Doom 2 is better left as an asset pack for good community-created wads. Finish Doom 2 on HMP just to say that you did it and then move on to something actually good like Scythe or No Rest for the Living.[/QUOTE] I think the greatest insult on Doom 2 is the fact that the Thy flesh consumed manages to be more coherent and memorable, despite being thrown together as a low priority project.
So I found the [url=http://forum.zdoom.org/viewtopic.php?f=19&t=53250]RetroShader[/url] for newer versions of GZDoom, and it works fine, but they pulled off a [url=https://www.youtube.com/watch?v=PInaFaVPKbE]PS1-style jiggling vertexes trick[/url] that would be cool for some genuine PSX Doom action. Except it seems GZ changed the shader code since the trick was made, so it no longer works. Dammit.
I'm all for nostalgia trips but I don't know why anyone would willingly play like that.
Is it weird that I actually liked a large part of Doom 2? I recognise that from a level design point of view it's no where near as good as Doom 1 (though I have yet to play Thy Flesh Consumed) but I thought that many of the early maps were pretty good and some of the latter maps were decent enough as well. The one part I thought was really interesting was how experimental the maps felt. Those big maps like Industrial Zone pushed level design in new directions and seemed to be a test of what worked and what didn't. Obviously they didn't get it right a lot of the time (and dear god some of those levels are awful - Barrels O'Fun was NOT. FUN) but I still think that it was an important part of id's progression. Plus, it's nice to not have to face Barons of Hell. Every. Single. Level.
Honestly, there are very few levels I dislike in Doom 2. The only two I can immediately think of are the Underhalls and last boss. That being said, Doom 1 has much better maps. I can actually remember the names of my favorites and certain key features, for a start.
Found this interesting utility on the ZDoom forums. [url]http://forum.zdoom.org/viewtopic.php?f=19&t=52757[/url] It allows you to merge all official id WAD files into one continuous package. Not only that but it works with pretty much all mods, including gameplay-changing mods like Brutal Doom. [IMG]http://vectorpoem.com/images/doom_complete.png [/IMG]
That is pretty darn cool. Is there a mod that allows you to play all the episodes in row?
[QUOTE=Jimesu_Evil;51013725]I'm all for nostalgia trips but I don't know why anyone would willingly play like that.[/QUOTE] Because it has a nostalgic feel and certain aesthetic/art style to it. Same reason why retro games are around. Honestly makes me want to whip up a shitty Doom shooter now
[QUOTE=HL_Tentacle;51013246]I think the greatest insult on Doom 2 is the fact that the Thy flesh consumed manages to be more coherent and memorable, despite being thrown together as a low priority project.[/QUOTE] I got pretty frustrated with a lot of parts of Thy Flesh Consumed, but the frustration from the level of challenge doesn't compare with the feeling of "oh my god can this level just be over already" that you get from most of Doom 2's city-based levels. [QUOTE=BlackMageMari;51013910]Is it weird that I actually liked a large part of Doom 2? I recognise that from a level design point of view it's no where near as good as Doom 1 (though I have yet to play Thy Flesh Consumed) but I thought that many of the early maps were pretty good and some of the latter maps were decent enough as well. The one part I thought was really interesting was how experimental the maps felt. Those big maps like Industrial Zone pushed level design in new directions and seemed to be a test of what worked and what didn't. Obviously they didn't get it right a lot of the time (and dear god some of those levels are awful - Barrels O'Fun was NOT. FUN) but I still think that it was an important part of id's progression. Plus, it's nice to not have to face Barons of Hell. Every. Single. Level.[/QUOTE] You're entitled to your opinion but I think we can all agree that there are parts of Doom 2 that are just fucking horrible and that the overall level of quality is far lower than Doom 1. Levels 1-11 are totally fine, with "O of Destruction" being one of my favorite official doom levels all around, levels 12-23 are horrid, and then the rest of the levels are just okay with a couple of real stinkers here and there like Monster Condo. It says a lot that a lot of people love to talk up Gotcha as being a highlight of the game, but they always neglect to mention that after the iconic Cyberdemon vs. Spiderdemon infight there's a solid ten minutes of classic Sandy "dude vertical towers over pits of nukage and loads of hitscanners." I will agree with your point about Barons, though. Hell Knights were an excellent addition because they can act like a "super imp" without being super annoying like a Baron.
I think what really bums me out about Doom 2 is that in the end it didn't really push any boundaries, technology or new concepts. Its a good game and it was clear it was just meant to be more of the damage but with some new additions to the enemy and weapon roster.
doom II is alot more iconic and memorable than ep1-4 tbh. it's also silly to diss it with standards and mentalities that didn't really exist back then. i remember my uncle asking me for help where he couldn't get past map02 because he never used sprint and couldn't reach the red key house :v:
[QUOTE=Hell-met;51014764]doom II is alot more iconic and memorable than ep1-4 tbh. it's also silly to diss it with standards and mentalities that didn't really exist back then. i remember my uncle asking me for help where he couldn't get past map02 because he never used sprint and couldn't reach the red key house :v:[/QUOTE] No one here is dissing it and I don't think its unfair to say "Hey this sequel a year later didn't really push much of the boundaries the first game did".
[QUOTE=The Calzone;51014490] It says a lot that a lot of people love to talk up Gotcha as being a highlight of the game, but they always neglect to mention that after the iconic Cyberdemon vs. Spiderdemon infight there's a solid ten minutes of classic Sandy "dude vertical towers over pits of nukage and loads of hitscanners." [/QUOTE] Romero made map20, not Sandy. But it's easy to mistake that it was made by the latter since the map resembles more of the Sandy's style than Romero's.
Didn't a lot of gaming magazines at the time hype up DOOM II with a lot of blatantly false info too? I remember hearing that some would publish info saying that the game had new, more advanced 3D, vehicles, cutscenes, etc.
[QUOTE=Hell-met;51014764]doom II is alot more iconic and memorable than ep1-4 tbh. it's also silly to diss it with standards and mentalities that didn't really exist back then. i remember my uncle asking me for help where he couldn't get past map02 because he never used sprint and couldn't reach the red key house :v:[/QUOTE] the standard "as good as the first one" didn't exist back then? :v:
Sorry, you need to Log In to post a reply to this thread.