• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
Despite how solid the shooting is in DN3D I think it has some of the weaker levels in the lineup of games from that era. It was innovative that it went for fairly sensible environments (for the most part) but I feel like all the effort that went into building these levels to look like somewhat real places impeded on their ability to make levels that made sense from a gaming standpoint. It also made some of the more abstract levels (ie The Abyss and most of Lunar Apocalypse) kind of a clusterfuck to get through.
Are there any modern games around that are sprite-based? I would like to see current-generation graphics mixed with blocky levels and 2D enemies and objects.
I kinda feel like duke's over reliance on hitscanners was always one of the reasons that made me feel it was lacking compared to other games like quake or doom. I mean don't get me wrong i fucking love it and i actually think the interactivity makes the levels more interesting to play than those from quake or doom, but when it comes to combat it kinda feels like a fast paced cover shooter. It's not like STALKER or FEAR where it has leaning mechanics or a lot of cover to help you minimize damage taken, and it doesn't have hitscan lag as much as quake does where circle strafing still works against hitscanners. So the result is you run around corners a lot and it kind of feels strange, because it feels like a game where you should be circle strafing more due to the run speed.
Gonna be honest here, I love Duke as a character, but Duke 3D kind of turned me off in a couple ways. Some of the levels are just mazes, and the in-game music is just unfitting the entire attitude and style of the game. Don't get me wrong, I still like the game, but I think certain aspects are lacking compared to something like Doom or Quake. Most of the game's success came from Duke as a character and how ridiculous he was.
I think the custom maps are really where 3d shines. Duke 3D and Quake 1 always seem to get maps that really wow you with visuals while also playing really well
[QUOTE=Yummy Pie;51030362]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.[/QUOTE] blood is an amazing fucking game. i wish we had source ports for it similar to eduke32 also i love the arsenal blood has, dynamite for life
[quote]A short sample of the Total Chaos Soundtrack, with music by Jason Dagenet -- [url]https://jasondagenet.bandcamp.com/[/url][/quote] [hd]https://www.youtube.com/watch?v=fICrkkGV2N0[/hd] I can't fucking wait
I love me some dark ambient music. I always swap out my Doom tracks to be that or PSX style music.
[hd]https://www.youtube.com/watch?v=0btMaSkAg3I[/hd] Nothing most of us don't know already, but still pretty nice. [editline]12th September 2016[/editline] Gave it its own thread [url]https://facepunch.com/showthread.php?t=1534091[/url]
Even though Snapmap is cool and all despite being very limited, it just does [I]not[/I] give you this "organic" feel that mods give you. Modders with custom maps strive for immersion and a campaign-feeling which is why I love them so much and Snapmap just doesn't give this to me.
Because exactly as you said, Snapmap is limited. An actual level made by players has a ton more control in well, everything.
So guys, I recently built GZDoom for Fedora 24. Got it installed, it's all running. Music, sound, everything. My question though, is how do I use mods? What's the terminal syntax? I can't seem to get it to work.
[QUOTE=SGTNAPALM;51039372]So guys, I recently built GZDoom for Fedora 24. Got it installed, it's all running. Music, sound, everything. My question though, is how do I use mods? What's the terminal syntax? I can't seem to get it to work.[/QUOTE] You just pass the .wad/.pk3 files like you would in Windows >gzdoom scythe.wad should work especially when you are in the directory where the .wad files are
[QUOTE=Antimuffin;51038791]Even though Snapmap is cool and all despite being very limited, it just does [I]not[/I] give you this "organic" feel that mods give you. Modders with custom maps strive for immersion and a campaign-feeling which is why I love them so much and Snapmap just doesn't give this to me.[/QUOTE] A big issue snapmap has that adds to this problem is that a lot of rooms are very "video-gamey". That is to say, they don't feel like real rooms that would actually exist.
[QUOTE=SGTNAPALM;51039372]So guys, I recently built GZDoom for Fedora 24. Got it installed, it's all running. Music, sound, everything. My question though, is how do I use mods? What's the terminal syntax? I can't seem to get it to work.[/QUOTE] [URL="http://forum.drdteam.org/viewtopic.php?t=6524#p56430"]Here's[/URL] where you can find a Linux version of ZDL.
[QUOTE=ichiman94;51039437]You just pass the .wad/.pk3 files like you would in Windows >gzdoom scythe.wad should work especially when you are in the directory where the .wad files are[/QUOTE] Thanks, it was just that easy the whole time. [editline]12th September 2016[/editline] [QUOTE=KenjiKusanagi;51039510][URL="http://forum.drdteam.org/viewtopic.php?t=6524#p56430"]Here's[/URL] where you can find a Linux version of ZDL.[/QUOTE] Thanks, but this is all pre-compiled for Deb-based systems and not RPM-based systems, and I'd rather not compile a whole other program when I can use the terminal just fine.
Just updated to the latest version of GZDoomBuilder. Do you no longer have to set monsters to Deaf for them to not wander aimlessly around the level as soon as they're in earshot, because I can't seem to find that option anymore.
[QUOTE=The Civ;51039981]Do you no longer have to set monsters to Deaf for them to not wander aimlessly around the level as soon as they're in earshot, because I can't seem to find that option anymore.[/QUOTE] The option has been renamed to "Ambush players". The term "Deaf" was a longstanding misnomer that did not accurately reflect how monsters actually behave. "Ambush" monsters can hear players, but they don't immediately start hunting the player after being alerted. They will only begin chasing you once you've entered their view. The difference here between "Ambush" and what the erroneous "Deaf" implied is that you cannot sneak up on an Ambush monster that has been alerted. Once an Ambush monster hears you, their field of view increases to 360 degrees, meaning they can spot you even if you're standing behind them.
[media]https://www.youtube.com/watch?v=qHmDxTEVQMg[/media] this roar used to make me shiver as a kid
Isn't that the T-Rex from Jurassic Park? The loud roar, I mean. Edit: Also, now that more Duke 3D World Tour footage is coming out you can really get a good listen at the re recorded Duke talk. And it's pretty terrbile imho [video]https://youtu.be/iMpjQ0rPwDk[/video]
[quote]Sinful Discharge is a 9-level wad for Heretic created by ICE. It replaces the 3rd episode, The Dome of D'Sparil. It requires JHeretic to play, or a limit-removing source port. It was released on March 19, 2002.[/quote] [hd]https://www.youtube.com/watch?v=MDbUtODQ3iE[/hd] [editline]13th September 2016[/editline] We need more Heretic/Hexen maps and mods, damnit... :'/
[QUOTE=Dantz Bolrew;51041715]Isn't that the T-Rex from Jurassic Park? The loud roar, I mean. Edit: Also, now that more Duke 3D World Tour footage is coming out you can really get a good listen at the re recorded Duke talk. And it's pretty terrbile imho [video]https://youtu.be/iMpjQ0rPwDk[/video][/QUOTE] that "replay this level from any point" thing seems like a weird way to bring constant quicksaves to the consoles, except this isn't on consoles i don't get it
Its coming to consoles.
It was already on the xbox 360 version anyway. They might've just got it from there.
I didn't know Randy Pitchford worked on map design for Duke3D, i was looking through the manual and saw his name and picture. If he's been there since the beginning I wonder why he acts the way he acts now.
[QUOTE=Dantz Bolrew;51051476]I didn't know Randy Pitchford worked on map design for Duke3D, i was looking through the manual and saw his name and picture. If he's been there since the beginning I wonder why he acts the way he acts now.[/QUOTE] He likely thinks that as a developer of Duke 3D, it's his rightful baby after George fucked up Forever so bad, and now Duke is at home where he needs to be. Too bad Randy Pitchford is a wankstain in his own right.
AFAIK he joined after duke 3d came out, and made like 3 or 4 levels for the atomic edition, some of which aren't looked on too fondly by some players
[QUOTE=RikohZX;51051493]He likely thinks that as a developer of Duke 3D, it's his rightful baby after George fucked up Forever so bad, and now Duke is at home where he needs to be. Too bad Randy Pitchford is a wankstain in his own right.[/QUOTE] Even if he did do good work on 3D. Now he's a businessman trying to peddle half-baked products to the point of defending games that are unanimously agreed to be terrible instead of saying "we'll try and fix it".
[QUOTE=Bloodshot12;51051864]AFAIK he joined after duke 3d came out, and made like 3 or 4 levels for the atomic edition, some of which aren't looked on too fondly by some players[/QUOTE] from the Duke Wikia [quote]Randall S. "DuvalMagic" Pitchford II is one of five founders of video game developer Gearbox Software and currently the CEO and president of the company. He wrote his first game (a 16-room text adventure) when he was about 11 or 12 on a CPM machine which his dad built. In his early days Randy was a professional magician in Hollywood occasionally performing at the famous Magic Castle between classes at UCLA. Randy's had a long professional background in the production and design of 3D games including work as level creator for Apogee Software/3D Realms Entertainment's Duke Nukem 3D Atomic edition. He designed three levels for episode four, The Birth. He also worked as a level creator for Shadow Warrior. He left the company in May 1997 to work on Prax War at Rebel Boat Rocker. The game was never released and he helped found Gearbox Software LLC in Texas in January 1999, with five other guys. Randy accepted the Academy of Interactive Arts and Sciences award for best PC Action Game in 2000 for his production and direction of Gearbox's debut title, Half-Life: Opposing Force. Since then, Randy's company has been involved in the development and production of Half-Life for Dreamcast (cancelled), Half-Life: Blue Shift, Half-Life for PlayStation 2, Counter-Strike: Condition Zero, James Bond 007: Nightfire for PC, Tony Hawk's Pro Skater 3 for PC, Halo: Combat Evolved for PC, Borderlands for PC and the Brothers In Arms series. More recently Gearbox bought the Duke Nukem IP and finished up the development of 3D Realms' Duke Nukem Forever.[/quote] a professional magician, basic game maker, occasional professional map maker, and later on a director/producer talk about a fall from grace Unfortunately I can't find anything that lists the developers of individual maps, so it's hard to place which The Birth maps he made.
[QUOTE=RikohZX;51052109]Unfortunately I can't find anything that lists the developers of individual maps, so it's hard to place which The Birth maps he made.[/QUOTE]Randy made [url=http://dukenukem.wikia.com/wiki/It%27s_Impossible]It's Impossible[/url], [url=http://dukenukem.wikia.com/wiki/Area_51]Area 51[/url], and [url=http://dukenukem.wikia.com/wiki/The_Queen]The Queen[/url]. Randy is also credited for Pig Sty, but [url=https://web.archive.org/web/20020405015836/http://levelord.com/archives/index1997-03.html]this map is definitively known to belong to Levelord[/url] and was only minorly altered after Levelord left the company. Randy also started (but didn't finish) [url=http://www.dukertcm.com/knowledge-base/build-games/shadow-warrior.html#credit]several Shadow Warrior maps[/url]: Seppuku Station (the first level), Dark Woods of the Serpent (first Serpent God boss fight level), Sumo Sky Palace (Sumo boss fight level), and Shanghai Shipwreck (second episode's secret level).
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