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I like to tell people this: Try whatever WADs you like with Brutal Doom, but bring friends. Whatever difficulty you are on, FRIENDS make it possible. So, find some friends, folks. EDIT: Even nightmare is possible, and even hilarious with 10 dudes. Kazvall fucked around with this message at 20:01 on Jan 21, 2012 |
# ? Jan 21, 2012 19:54 |
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# ? May 17, 2024 14:00 |
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SnipeBob posted:- Plutonia: Haven't done this one yet. It's next on my list. Good luck!
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# ? Jan 21, 2012 19:59 |
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Retroblazer is a pretty good alpha, but there really isn't enough content for a commercial release. What did the developer have in mind for the full release?
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# ? Jan 22, 2012 18:18 |
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I'm convinced that Plutonia Map 7 Caughtyard is impossible with Brutal Doom on UV. For one player, at least. You're stuck in a courtyard with no cover and no health pickups. After killing 6 or so Mancubus in close quarters, you are then treated to a firing squad of Revenants from above.
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# ? Jan 22, 2012 18:20 |
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r1ngwthszzors posted:Retroblazer is a pretty good alpha, but there really isn't enough content for a commercial release. What did the developer have in mind for the full release? The current version is a very unfinished version (no character upgrades, an enemy type or two missing, no boss) version of episode 1 of a probable three. The sounds are currently placeholders - they're trying to make a new set that sound as close to Megaman X as they can get without actually being direct rips.
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# ? Jan 22, 2012 18:41 |
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God drat it, why did the Russian Overkill guy have to take down the downloads? At least I still have the ZDoom version, which I'm playing with Deus Vult and makes it way easier... ...except when I stupidly fired off a Redeemer into a room without running away, which killed me.
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# ? Jan 23, 2012 01:32 |
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If anyone is interested the XBLA version of Doom 1 is back up after being gone for so long.
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# ? Jan 23, 2012 07:24 |
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Zeether posted:God drat it, why did the Russian Overkill guy have to take down the downloads? At least I still have the ZDoom version, which I'm playing with Deus Vult and makes it way easier... It turns out one of the character sprites was done by someone he hadn't credited, and when he realized that he was like "oh poo poo my bad" and took the downloads away until he can get permission to use the sprite by its creator. At this point, I don't think he'll be putting them back up until he finishes the next update.
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# ? Jan 23, 2012 08:36 |
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I realise I've asked for this before and that you have other projects on the go now but Kins, could you update ReDoom? It's still my go-to mod for a vanilla Doom experience but some bugs that were introduced with later GZDoom builds irk, like Spectres having regular Pinky gibs and the chainsaw behaving like it's hitting a wall wherever you fire it. Brutal Doom is great and all but the difficulty hike is a bit much for me on most custom campaigns and ReDoom does all I want otherwise.
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# ? Jan 25, 2012 00:19 |
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Dark Forces has degenerated into a platforming fps. It's seriously the funniest thing jumping down into my doom again and again. This makes me sad considering the Dark Forces series used to be my favorite games ever and I'm now realizing that all of them include vertical deathtraps.
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# ? Jan 25, 2012 04:56 |
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I was just thinking that if someone made a multiplayer Kingsfield I would be in heaven.
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# ? Jan 25, 2012 18:49 |
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Retroblazer is pretty fun. I wish ammo was a little less scarce, though. Either that or beef up the main sidearm, I know they're going for the arcadey-style temporary powerup thing but sometimes it can be a bit of a slog just fighting 2 or 3 guys who aren't otherwise challenging.
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# ? Jan 25, 2012 23:32 |
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Has anyone tried out Harmony yet (the Doom total conversion that took 8 years to finish?) So far I like it, but the game is actually very hard even on Easy.Above Our Own posted:Retroblazer is pretty fun. I wish ammo was a little less scarce, though. Either that or beef up the main sidearm, I know they're going for the arcadey-style temporary powerup thing but sometimes it can be a bit of a slog just fighting 2 or 3 guys who aren't otherwise challenging. You can charge the main sidearm (I haven't tried binding it yet) and it drains your armor energy to do a lot of damage. The game has a really good pacing and I hope they keep that for the commercial version. But you're right, the alpha doesn't really put you into really challenging rooms.
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# ? Jan 26, 2012 03:28 |
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Yeah, the alt fire was cool (all the weapons have alt fires) but also extremely expensive. You get enough energy in a level for like 2-3 shots with the sidearm per level, maybe 5-6 if you actively seek out all the energy blips. I just feel like you end up using the main fire on the sidearm way too much for how little damage/range it has. Possible solutions:
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# ? Jan 26, 2012 17:36 |
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Can anyone elaborate a bit on what "Monster Mayhem" is from AEons of Death? It was added in 6.01, but neither the v6 nor the v6.02 mods elaborate on it. It seems to be a mode (difficulty?) where monsters randomly spawn, but is there anything more to it? Edit: Also, while I'm on the subject of ÆoD, what exactly does "Ammo power" replenish? It doesn't seem to actively fill up the weapon I'm holding. The readme doesn't tell me anything. Morter fucked around with this message at 00:33 on Jan 27, 2012 |
# ? Jan 27, 2012 00:11 |
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Morter posted:Can anyone elaborate a bit on what "Monster Mayhem" is from AEons of Death? It was added in 6.01, but neither the v6 nor the v6.02 mods elaborate on it. It seems to be a mode (difficulty?) where monsters randomly spawn, but is there anything more to it? From the patch notes Monster Mayhem is just a renamed difficulty level. Ammo power makes your weapons slightly more damaging.
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# ? Jan 27, 2012 00:46 |
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How would you guys rank the episodes of the commercial releases of Doom 1, 2 and Final? I finally got to try Brutal Doom with Doom 1 and the first episode is incredibly good. I'm surprised John Romero designed such a fun shareware episode. E2M1 and E2M2 haven't been as fun so far though. Is the shareware episode the best part of Doom 1? There's definitely a theme of the demo episodes being the best for games back then.
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# ? Jan 29, 2012 00:50 |
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r1ngwthszzors posted:How would you guys rank the episodes of the commercial releases of Doom 1, 2 and Final? I finally got to try Brutal Doom with Doom 1 and the first episode is incredibly good. I'm surprised John Romero designed such a fun shareware episode. I think the general consensus is that E1 is the better episode of Doom 1 (and in my opinion pretty much better than anything in Doom 2). I remember reading somewhere that they spent much longer working on the first episode because, as you've mentioned, it was the shareware episode and most people's first contact with the game. That's not to say that the next two episodes are weak - I think they just take a couple of levels to really kick in. I'm not especially a fan of Thy Flesh Consumed though that may be because my skill level doesn't seem to be quite as high as other Doom players and I find it a bit frustrating.
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# ? Jan 29, 2012 10:45 |
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Aleph One has updated to 1.0.1.Aleph One posted:Fixed launching on 64-bit Macs running Mac OS X 10.5
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# ? Jan 29, 2012 12:54 |
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Rather Dashing posted:Wad opinions. I agree with E1 being the best episode in Doom, while the others are just not as good, but still better than most (if not all) Doom 2 ones. At the other hand for some reason (may be Brutal Doom gameplay changes), TNT and Plutonia are quite nice and right behind Doom 1 episodes in terms of quality for me. Is there any mod that ports the super shotgun and enemies from Doom 2 to Doom 1? Want to try E1 facing a mancubus or a chaingun guy where I normally face normal zombies or Imps.
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# ? Jan 29, 2012 14:08 |
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Guillermus posted:Is there any mod that ports the super shotgun and enemies from Doom 2 to Doom 1? Want to try E1 facing a mancubus or a chaingun guy where I normally face normal zombies or Imps.
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# ? Jan 29, 2012 14:15 |
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You don't need to port the sounds and art over, if all you want is the supershotgun, just load Doom2 as a PWAD and type GIVE SUPERSHOTGUN into ZDoom's console. No external mods are necessary (getting the monsters in would require a specially made "randomizer" style wad though). EDIT: Loading in Doom2 as a PWAD might mess up the odd wall texture here and there, but nothing that would really impact anything seriously. EDIT2: VVVVV This also works correctly if you load Doom2 as a PWAD. H2Omelon fucked around with this message at 14:32 on Jan 29, 2012 |
# ? Jan 29, 2012 14:25 |
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You can summon Doom 2 monsters/items in Doom 1 using the appropriate console commands. They don't show up since the relevant sprites and sound effects don't exist in Doom 1, but they're still there in function. Typing SUMMONFRIEND ARCHVILE in Doom 1 and watching enemies suddenly leap up into the air and die is amazing the first time you see it.
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# ? Jan 29, 2012 14:29 |
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The Kins posted:It's entirely possible, but there's a few reasons why nobody really does it. Yeah I understand this, was just for messing around. With Brutal Doom shotgun balance i found myself using the SS less overall because the added pellets/accuracy makes the vanilla shotgun deadly with the headshot mechanic. I posted a while ago (it was in the previous thread i think) this pic: (my own hosting)
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# ? Jan 29, 2012 16:02 |
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I quite like the SSG balance in Brutal Doom. Yeah, it's much less accurate than the regular shotgun, but don't forget that it does critical hit damage if fired point-blank - more powerful than even a full headshot.
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# ? Jan 29, 2012 16:12 |
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The original PSX port of Doom had Doom 2 monsters in Ultimate Doom, and I believe entering 'BBBBBBBBBC' in the password option started you off on E1M2 with the pistol and super shotgun (you can't pick the SS up otherwise, in Doom 1, unless you play through a secret level right at the end of your Ultimate Doom playthrough). I'd love to see somebody take a crack at altering Doom 1 to incorporate Doom 2 enemies and weapons. Megaspheres weren't a thing until Doom 2, were they?
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# ? Jan 29, 2012 16:25 |
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an_mutt posted:I'd love to see somebody take a crack at altering Doom 1 to incorporate Doom 2 enemies and weapons. Megaspheres weren't a thing until Doom 2, were they?
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# ? Jan 29, 2012 21:35 |
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r1ngwthszzors posted:How would you guys rank the episodes of the commercial releases of Doom 1, 2 and Final? I finally got to try Brutal Doom with Doom 1 and the first episode is incredibly good. I'm surprised John Romero designed such a fun shareware episode. It's funny that your reaction is surprised after finding this out. John Romero's levels are all the best in any of the Dooms. Doom 1 is much better than 2 and Final Doom. Have fun with those awful Sandy Peterson 'city' levels in Doom 2.
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# ? Jan 29, 2012 21:51 |
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Eh, Doom 1 Episode 1 is a really great set of maps, but it's really hurt by the lack of monster variety. I'd take Doom 2 over 1 any day simply for the much improved set of mid-range monsters. They really add a ton to the game.
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# ? Jan 29, 2012 22:08 |
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Aphal posted:It's funny that your reaction is surprised after finding this out. John Romero's levels are all the best in any of the Dooms. Doom 1 is much better than 2 and Final Doom. Have fun with those awful Sandy Peterson 'city' levels in Doom 2. For the longest time, I never understood why I hated so many of Doom 2's levels. They were ugly and looked like someone put them together in less than an hour. Then I realized that most maps I hated were Sandy Peterson's. They must have been really pressed for time in creating Doom 2, because his Doom 1 levels are so much better designed.
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# ? Jan 29, 2012 22:36 |
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Aphal posted:It's funny that your reaction is surprised after finding this out. John Romero's levels are all the best in any of the Dooms. Doom 1 is much better than 2 and Final Doom. Have fun with those awful Sandy Peterson 'city' levels in Doom 2. Considering Daikatana was a Romero thing, I wrote him off as some kind of hack. That said, maybe the shareware levels just got more love? And yeah, the enemies would usually be boring, except Brutal Doom buffs the grunts and imps so that they're actually enjoyable to fight. Edit: Shores of Hell is getting pretty fun. I found a Doom dude NPC and he was kicking rear end. I'm sure I've beaten Doom before but replaying with Brutal is definitely worth it. Tezzeract fucked around with this message at 00:28 on Jan 30, 2012 |
# ? Jan 29, 2012 22:43 |
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r1ngwthszzors posted:Considering Daikatana was a Romero thing, I wrote him off as some kind of hack. That said, maybe the shareware levels just got more love? Having read Masters of Doom, I can firmly say that Daikatana happened because Romero went unchecked. He's a bit like George Lucas in that he has the potential to create fantastic work... so long as he has a team of people to put a stop to the twenty awful, overambitious ideas he has for every good one. John Carmack is some kind of inhuman super genius, but a lot of his stuff without Romero (Doom 3, Rage) is technically impressive but lacks some of the genuine fun and passion Romero could press into games. I think that unless Romero or somebody else gets really into the development of Doom 4 with Carmack, it's going to fall short of the mark.
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# ? Jan 29, 2012 23:34 |
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Cobweb Heart posted:John Carmack is some kind of inhuman super genius, but a lot of his stuff without Romero (Doom 3, Rage) is technically impressive but lacks some of the genuine fun and passion Romero could press into games. I think that unless Romero or somebody else gets really into the development of Doom 4 with Carmack, it's going to fall short of the mark. I honestly wish that they would just get the original team to come back and work on Doom 4 as one last "hurrah", its just gonna feel off no matter what due to the fact that Adrian Carmack won't be designing any of the enemies, textures, or general setting of the game, John Romero won't be there to incorporate his own brand of excellence and level design, and Tom Hall to dictate the level progression and flow
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# ? Jan 30, 2012 21:49 |
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Yeah Romero and Carmack basically need each other, but for some reason haven't figured that out yet.
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# ? Jan 30, 2012 22:52 |
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I'm truly sorry I skipped bits and pieces of this thread. If it hasn't been mentioned, what about Quarantine? No, it's not a car game. It's a FPS with basic RPG elements. you just happen to be perma-stuck inside a hover taxi in a prison city. I had so drat much fun in that game. Tearing around the city, doing missions, picking up fares to earn cash to fix my hosed up taxi / buy weapons and upgrades etc. and ejecting passengers with missions that gave me the shits. The battery packs were some of the best upgrades. The taxi could only go where the power grid was. If you strayed off, say into a park or something the taxi would start misbehaving and taking damage. Batteries gave it a little offroad time so shortcuts were possible. It was a 2.5D game, in some ways closer to Wolf3D than Doom, but there definitely was Y axis tracking. There were these lifts to get up on buildings etc. If I got the taxi going at an insane speed (easy because the level was a whole city!) and hit a certain lift I could launch the taxi far enough to escape from the prison walls.Do you know what was out there? Memory. Ie the rest of the game. There were some interesting random constructs in that sparse landscape. I may have asked this somewhere already but does anyone remember a mech game demo called "Z.A.R." ? I had it on a cover CD which is currently in an unknown location with most of the discs. All I have found are a few vague mutterings on the 'web. Anyway it's a mech game. Vaguely like Mechwarrior etc. It seemed to use a voxel technology with deformable terrain. it was possible to blast the poo poo out of hills. There was also water. I also remember trying to jump would cause the mech damage. There was probably something I had to do to land it, but I don't know. I think the demo was essentially an awesome tech demo. One last comment from me. Did anyone ever play with the Doom to Duke3d map converter? Buggy as hell but I had so much fun converting Doom levels and beating them into submission enough with the Duke level editor to make them playable.
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# ? Jan 30, 2012 23:20 |
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SnipeBob posted:Then I realized that most maps I hated were Sandy Peterson's. They must have been really pressed for time in creating Doom 2, because his Doom 1 levels are so much better designed. r1ngwthszzors posted:Considering Daikatana was a Romero thing, I wrote him off as some kind of hack. That said, maybe the shareware levels just got more love? Zero Star posted:IIRC, one of the Doom2 wads on the Maximum Doom CD is actually a full remake of Episode 1, with extra Doom 2 monsters and items thrown in. Can't remember which one it is though, but it's definitely on the disc.
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# ? Jan 30, 2012 23:57 |
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an_mutt posted:his Quake playing significant other That would be "Killcreek" Case. Also god drat do I miss PCXL. I remember vividly the "Golden Crackpipe Awards" for poo poo games.
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# ? Jan 31, 2012 00:23 |
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co199 posted:That would be "Killcreek" Case. Maaaan, I remember that issue. The good old days...
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# ? Jan 31, 2012 00:27 |
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I remember reading paper. God, that takes me back.
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# ? Jan 31, 2012 10:50 |
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# ? May 17, 2024 14:00 |
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For the longest time I thought Stevie Case and Steve Case were somehow related. This was in like 2001.
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# ? Jan 31, 2012 11:07 |