• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
[QUOTE=The Calzone;51016120]the standard "as good as the first one" didn't exist back then? :v:[/QUOTE] retarded hype culture has no age
[QUOTE=The Civ;51016111]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] This kind of makes me wonder what Doom 2 would have been like if it was released a year or two later on the Quake engine.
[QUOTE=LTJGPliskin;51017235]This kind of makes me wonder what Doom 2 would have been like if it was released a year or two later on the Quake engine.[/QUOTE] To be honest, the answer is Quake. I feel Quake is pretty much a natural evolution of Doom. Intentionally or not because of its development hell, it uses a lot of similar concepts while applying new ones, refining and removing, and moving the FPS genre into true 3D with lots of height variation in combat.
Yeah, Doom 2 wasn't really a proper sequel. At best it was an expansion pack, and at worst it was a mere level pack. There's probably an alternate timeline out there where Quake ended up becoming Doom 2.
One could make the argument that Doom 64 is more of a sequel, but then it's so trap-heavy and cryptic at times that I dunno about that either.
It still seems more distinct than Doom 2 was, and if I had to make a choice as to which of the two had to be erased from history, I'd say Doom 64 would be the one to stay in our timeline. Plus in concept the Unmaker seems like the eldritch love-child of the Soul Cube and the Sigil of the One God. [B](Strife)[/B] Come to think of it, Doom 64 kind of bridges a gap between the original Doom and Doom 3, at least in terms of the darker tone. Hell, you could've ported Doom 64 to PC and called THAT Doom 2, and it'd at least seem more legit than the "Sandy Petersen's Hell on Earth" expansion pack we got instead.
[QUOTE=The Calzone;51016120]the standard "as good as the first one" didn't exist back then? :v:[/QUOTE] as odd as it sounds, the fact that it had all the familiar monsters and graphics from the first was actually one of its strongest selling points. That made people be perfectly familiar with the game if they had experienced 1 before, and the system requirements were nearly the same. tech-wise it did introduce gigantic maps so it's not exactly a complete failure to bring anything new on the table. still not buying the doom2 hate here, but I will have to deal with it.
[QUOTE=ironman17;51017444]It still seems more distinct than Doom 2 was, and if I had to make a choice as to which of the two had to be erased from history, I'd say Doom 64 would be the one to stay in our timeline. Plus in concept the Unmaker seems like the eldritch love-child of the Soul Cube and the Sigil of the One God. [B](Strife)[/B] Come to think of it, Doom 64 kind of bridges a gap between the original Doom and Doom 3, at least in terms of the darker tone. Hell, you could've ported Doom 64 to PC and called THAT Doom 2, and it'd at least seem more legit than the "Sandy Petersen's Hell on Earth" expansion pack we got instead.[/QUOTE] There was a mapper effort to recreate the D64 levels with D2 assets, but I think that fell through.
[QUOTE=RikohZX;51017792]There was a mapper effort to recreate the D64 levels with D2 assets, but I think that fell through.[/QUOTE] I don't really see why you'd want this with Doom 64 EX out there.
Doom64 Ex is great and all but it's missing a lot of quality of life stuff from g/zdoom and the mouse look feels like ass. The performance is kinda iffy too
[QUOTE=hoodoo456;51017795]I don't really see why you'd want this with Doom 64 EX out there.[/QUOTE] EX is great for a (mostly) authentic experience, but I wouldn't mind playing some of its maps with various GZDoom mods just to mess around. And not only can I not find old ports of 64's maps anymore, they were usually pretty bad anyway due to concessions made in engine differences.
[QUOTE=hoodoo456;51017795]I don't really see why you'd want this with Doom 64 EX out there.[/QUOTE] They are likely looking for consistency with the games that came before it since it concludes the story, compatibility with mods designed for standard DOOM1/2 design, or if nothing else they just may not like DOOM64's redesigned assets.
[QUOTE=The Civ;51016111]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][t]http://i.imgur.com/QhQkC6r.jpg[/t]
[QUOTE=The Kins;51018081][t]http://i.imgur.com/QhQkC6r.jpg[/t][/QUOTE] At least they mentioned the "ultra 64" version, though now that I think of it, it might be a bad thing to liken doom 64 to doom SNES. BTW, "Doom 64" must be the worst possible name midway could have come up with, as it made it sound like the millionth port of the game.
[QUOTE=HL_Tentacle;51020412]At least they mentioned the "ultra 64" version, though now that I think of it, it might be a bad thing to liken doom 64 to doom SNES. BTW, "Doom 64" must be the worst possible name midway could have come up with, as it made it sound like the millionth port of the game.[/QUOTE] It's why I never touched it back when I only had N64 and PS1 games to play from rental places for a while growing up. It was originally going to be called "The Absolution" in development, apparently, but I guess they chose 64 for marketing brand stuff when it ultimately came to it.
[video=youtube;RZgqWmE57ZU]https://www.youtube.com/watch?v=RZgqWmE57ZU&feature=em-uploademail[/video]
What the hell is Arcade Mode and where the hell are my multiplayer bots :cry:
I hope Arcade mode is just a mode where you run through the game as fast as you fucking can, with no cutscenes/story bits.
did it seriously take them this long to put in fucking deathmatch
[QUOTE=dustyjo;51022737]did it seriously take them this long to put in fucking deathmatch[/QUOTE] iD Software only got control of the multiplayer back recently. Considering this, they probably had to plan for the deathmatch mode if they hadn't had anything planned before, or rework their previous plans to fit the new assets and multiplayer mechanics set in place by the old multiplayer developer. Then they'd have to get everything ready to be used in deathmatch (maps, weapons, etc.), then they'd have to make sure everything works correctly, then they'd have to playtest it to make sure that the mode is actually playable. It makes sense that it took this long.
[QUOTE=doommarine23;51021554]What the hell is Arcade Mode and where the hell are my multiplayer bots :cry:[/QUOTE][QUOTE=The Civ;51021813]I hope Arcade mode is just a mode where you run through the game as fast as you fucking can, with no cutscenes/story bits.[/QUOTE]Arcade Mode has been mentioned loosely before. It's basically a Score Attack version of the campaign with leaderboards etc. FFA/Deathmatch and Private Matches will be released this month as Free Update 3. Arcade Mode will be released as a later Free Update this fall. EDIT: In nicer news, Gearbox [url=https://forums.duke4.net/topic/8853-duke-nukem-coming-soon/page__st__840__p__259261#entry259261]ended up paying TerminX[/url] way more than he would have been getting from continued Megaton Edition royalties to help out a little on the new release. Nice to see that he's not going to get TOO fucked over by the Android cancellation stuff.
Didn't Marty say that there is going to be two other FFA gamemodes? I haven't heard anything about them since E3.
How do you make a mapinfo file in slade for a .wad again? I know you put the stuff in the thing and it has a cool new name and music but i cant for the life of me figure out how to make the file to begin with.
[QUOTE=AaronM202;51024585]How do you make a mapinfo file in slade for a .wad again? I know you put the stuff in the thing and it has a cool new name and music but i cant for the life of me figure out how to make the file to begin with.[/QUOTE] Make a new entry in your wad file and name it MAPINFO, then under entry contents press 'view as text'. After that find 'zdoom mapinfo' in the text language dropdown list. In the end make sure to add some text in mapinfo as it wont change it's filetype if you leave it blank.
[QUOTE=Dr. Morbid;51025387]Make a new entry in your wad file and name it MAPINFO, then under entry contents press 'view as text'. After that find 'zdoom mapinfo' in the text language dropdown list. In the end make sure to add some text in mapinfo as it wont change it's filetype if you leave it blank.[/QUOTE] I just use text files that I move to zip files (that luckily seem to always compress the pk3 acceptable way). You (Aaron) also might want to see this: [URL="http://zdoom.org/files/examples/mapinfo-doom2.txt"]http://zdoom.org/files/examples/mapinfo-doom2.txt[/URL] if you need any examples how to use MAPINFO, remember to use "=" symbol that the text file omits for some odd reason.
The people working on the AMC TC (standalone Duke 3D mod) just put out a teaser for the third episode. This time it's Egypt-themed: [video=youtube;870tBg5nvhI]https://www.youtube.com/watch?v=870tBg5nvhI[/video] It's worth checking out. Great visuals and a huge variety of levels, weapons, enemies and other interesting mechanics. [url]http://www.moddb.com/games/the-amc-tc[/url]
They better throw in MIDI versions of some Nile songs in the mix... it'd match the Egyptian/Arabic theme fantastically. :v:
With all the talk of the Megaton edition lately, I finally played Duke 3D. I"m glad I bought it the last sale before it got removed. It's hard as hell though, I'm only on Come Get Some and I was getting my ass handed to me towards the end of the first episode.
[QUOTE=Dantz Bolrew;51030267]With all the talk of the Megaton edition lately, I finally played Duke 3D. I"m glad I bought it the last sale before it got removed. It's hard as hell though, I'm only on Come Get Some and I was getting my ass handed to me towards the end of the first episode.[/QUOTE] Build engine games are usually very difficult. Try playing Blood and Shadow Warrior afterwards. Those games don't fuck around, especially on the highest difficulty settings.
It doesn't help that Duke can't take as much damage as someone like Doomguy, and DN3D loves hitscans and explosions that do a lot of damage quick. Armor is infrequent too, making portable medkits essential to long-term survival.
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