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AxeManiac posted:Hey, I uhh, removed the Strife link since it pointed to the FBI shut down website Megaupload. It isn't available anywhere else and isn't for sale, so feel free to replace it. Several other file servers now block us traffic. I found this out when perusing other links to old files. Thanks big brother
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# ? Feb 9, 2012 04:28 |
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# ? May 17, 2024 18:11 |
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SolidSnakesBandana posted:I would just empty quote this. This is the exact thing that everyone that enjoys stealth games need to do, the genre is very empty. In regards to custom content, Thief 2 is the Doom of stealth games. There are hundreds of user-made levels out there and they are still being made today. Seconded. There is still nothing quite like Thief 1 & 2 (I don't really count 3). Massive sprawling levels full of little details that you won't see if you go straight for the goal, objectives that change depending on difficulty level and a surprisingly engrossing story. Possibly my favourite game ever and I'm not really given to hyperbole.
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# ? Feb 9, 2012 11:09 |
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AxeManiac posted:Hey, I uhh, removed the Strife link since it pointed to the FBI shut down website Megaupload. It isn't available anywhere else and isn't for sale, so feel free to replace it.
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# ? Feb 9, 2012 16:05 |
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I've honestly never played the Thief games. Are there any engine, model, or texture mods that are considered essential?
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# ? Feb 9, 2012 16:19 |
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SaucyLoggins posted:I've honestly never played the Thief games. Are there any engine, model, or texture mods that are considered essential? Yeah, I want my shadows textured, baby!
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# ? Feb 9, 2012 16:23 |
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SaucyLoggins posted:I've honestly never played the Thief games. Are there any engine, model, or texture mods that are considered essential? Edit: That's for T2, for T1 grab at least a mesh and skin pack from here. Quatrefoil fucked around with this message at 16:37 on Feb 9, 2012 |
# ? Feb 9, 2012 16:34 |
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The Thief games really are just plain incredible. I don't even think they really need a lot of graphical enhancement other than widescreen. Obviously the models are awful, but the excellent use of lighting and smartly designed architecture make it easy to overlook the flaws. They also have some of the best sound design ever. No other game quite captures that feeling of exploring a building and learning all of its little nooks and crannies, all while trying not to get caught. I think that's the real reason it's so engaging: it taps into something that a lot of us used to want to do as kids, and now, virtually, we can finally carry it through to its logical conclusion. The level design is deceptively brilliant, as the architecture is both realistic and memorable, despite looking somewhat mundane on the surface. This is the main area where other attempts at "stealth gaming" have failed. (NOTE: If you get to the first zombie mission in Thief 1 and hate it, don't worry. It's really the only part of the game that people are split on.)
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# ? Feb 9, 2012 18:42 |
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How do I make Weasel's Nazi mod work with Brutal Doom? When I try do use it with regular Brutal Doom I get a script error involving the BFG10K before it starts, and with Brutal Doom Lite I get three errors involving DECORATE scripts during loading.
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# ? Feb 12, 2012 00:00 |
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Even Brutal Doom Lite is really incompatible with most of the mods out there, so far it worked fine with Real Guns Hardcore for me. Ultimate Torment and Torture gave me an error while trying to play the second level. I don't know if load order will do for you but try to load brutal doom lite after Weasel's mod.
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# ? Feb 12, 2012 00:12 |
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"Doom The Way ID Did It" is amazing. I did a double take on the first level because I thought the mod didn't work and I was playing Doom 1. Also, Brutal Doom is ridiculous. It feels so fresh and modern that even FPS games like Painkiller and Serious Sam feel old.
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# ? Feb 12, 2012 00:14 |
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Guillermus posted:Even Brutal Doom Lite is really incompatible with most of the mods out there, so far it worked fine with Real Guns Hardcore for me. Ultimate Torment and Torture gave me an error while trying to play the second level. I don't know if load order will do for you but try to load brutal doom lite after Weasel's mod. The DECORATE errors still happen. It's just that I've seen people talk about playing Brutal Doom with the Nazis. In this thread, even.
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# ? Feb 12, 2012 01:38 |
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It would be pretty easy to make Brutal Doom work with whatever mod you want if you take the time to figure out how the slade editor works . I made a compatibility mod for Real Guns Hardcore and Nazis and it just took a couple hours.
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# ? Feb 12, 2012 08:12 |
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I'm glad to see some Marathon love in this topic. Marathon's been my favorite game series for at least fifteen years. Here's a couple resources for Marathon stuff that I don't believe have been posted in this thread yet: 1. Simplici7y is the modern Marathon file repository. In the old days, we used Fileball, but that went down and this is the replacement. 99% of the stuff on here is bullshit though because there's no quality assurance and there is a very limited number of capable content producers still in the game community. But it's worth browsing, I suppose. Lots of Marathon Infinity multiplayer maps, mostly. If you've never played the games online, Infinity is the most popular game; AlephOne has a cheap rendition of a modern games browser that you can use to play online. On a busy night there may be as many as ten other people playing. 2. The Aleph One homepage was redone a couple of months ago when the program finally reached 1.0. It has one-click downloads for all three Trilogy games, as well as links to what I suppose they consider the most popular and successful (or at least complete) TCs. Anyone still looking to download the game, there you go. 3. I'm saddened because the one guy in this thread still talking about Marathon is playing Blauwe Vigners of all things and not my scenario instead. Marathon: Phoenix
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# ? Feb 12, 2012 15:40 |
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I just wanted to second the Marathon love. This thread has gotten me really interested in checking out Brutal Doom but drat there's nothing quite like Marathon for atmosphere.
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# ? Feb 12, 2012 15:48 |
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gently caress Marathon, I'll just keep kicking the face of an imp wich is trying desperately to hold his own intestines, but only after showing my middle finger. You can enjoy fighting bland aliens. (Just kidding, i like marathon but i grew with Doom).
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# ? Feb 12, 2012 15:54 |
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Guillermus posted:gently caress Marathon, I'll just keep kicking the face of an imp wich is trying desperately to hold his own intestines, but only after showing my middle finger. You can enjoy fighting bland aliens. Another typical anti-intellectual who doesn't have the attention span needed to do a little reading and critical thought. No story in my games, just kill kill kill I'm done! Real talk though, I'm pretty much the opposite: I like Doom quite a lot, I just grew up with Marathon. Actually a lot of Id/Doom/Romero level design practices were my own guidelines for making levels too. I feel like modern games, even good ones, focus too much on spectacle and have really bland level design. That's why Hard Reset disappointed me -- even though it was allegedly a callback to classic FPS gaming, it had ultra-linear "baby's first shooter" level design, and none of the depth and exploration of the good classics.
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# ? Feb 12, 2012 16:03 |
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The more Marathon stuff here, the merrier, as far as I'm concerned. RyokoTK posted:That's why Hard Reset disappointed me -- even though it was allegedly a callback to classic FPS gaming, it had ultra-linear "baby's first shooter" level design, and none of the depth and exploration of the good classics.
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# ? Feb 12, 2012 16:06 |
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The Kins posted:Yeah, this is what bugs me about modern "classic FPS revival" games, none of them attempt to capture the nonsensical maze-like design of the maps in those games. It just feels to me like people are trying to recreate the experience by memory. Like, "I played Doom ten years ago, that was fun, why not make a game like that?" and that's the start and end of your video game design research. There's more than just ridiculous weapons and lots of junky repetitive enemies that made old-school shooters cool.
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# ? Feb 12, 2012 16:38 |
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RyokoTK posted:Another typical anti-intellectual who doesn't have the attention span needed to do a little reading and critical thought. No story in my games, just kill kill kill I'm done! Did you just register to missread posts? Guillermus fucked around with this message at 16:45 on Feb 12, 2012 |
# ? Feb 12, 2012 16:42 |
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The Kins posted:Yeah, this is what bugs me about modern "classic FPS revival" games, none of them attempt to capture the nonsensical maze-like design of the maps in those games. These "modern classic" FPS games are more like score shooters where the entertainment comes entirely from enemy formations and attack patterns and are inspired by the likes of Serious Sam and Painkiller. I would actually love for a game to be based around "impossible" designs, like penrose stairs. Would be the craziest maze-shooter. Tezzeract fucked around with this message at 16:48 on Feb 12, 2012 |
# ? Feb 12, 2012 16:45 |
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Guillermus posted:Did you just register to missread posts? Are you kidding me? Obviously I wasn't being serious.
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# ? Feb 12, 2012 16:46 |
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Guillermus posted:Did you just register to missread posts? Uh I think you misread his if you're offended by it, he was just playing around.
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# ? Feb 12, 2012 16:48 |
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The Kins posted:Yeah, this is what bugs me about modern "classic FPS revival" games, none of them attempt to capture the nonsensical maze-like design of the maps in those games. Same here. Serious Sam was cool and all, in its own way, but the level design was pretty unremarkable for the most part. It was still very much done in that Unreal-inspired style where there's continuity to everything (but not as good as Unreal). That's fine for what it is, but I really want someone to make a flat-out arcadey FPS with "levels" that exist solely to be cool in and of themselves.
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# ? Feb 12, 2012 17:06 |
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RyokoTK posted:I feel like modern games, even good ones, focus too much on spectacle and have really bland level design. That's why Hard Reset disappointed me -- even though it was allegedly a callback to classic FPS gaming, it had ultra-linear "baby's first shooter" level design, and none of the depth and exploration of the good classics. loving nailed it. r1ngwthszzors posted:These "modern classic" FPS games are more like score shooters where the entertainment comes entirely from enemy formations and attack patterns and are inspired by the likes of Serious Sam and Painkiller. Marathon had some entertainingly impossible levels with its "5D" capability. I certainly wouldn't mind seeing more stuff like that in modern games.
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# ? Feb 12, 2012 17:08 |
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Vertigus posted:It would be pretty easy to make Brutal Doom work with whatever mod you want if you take the time to figure out how the slade editor works . I made a compatibility mod for Real Guns Hardcore and Nazis and it just took a couple hours. What's a slade editor? If I could make Brutal Doom work with more mods, I could even host some of those compatibility mods. On modern FPS designs, I wish more of them had those wide indoor levels like in the first Doom games. They made for some very heavy run-and-gun gameplay.
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# ? Feb 12, 2012 17:14 |
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Ace Oliveira posted:
The FEAR series was always pretty diverse in the indoor levels and even though it was linear, the level design was pretty good. The crazy thing is that the whole desaturated look of FEAR 1 looks hauntingly photorealistic and that modern games have a hard time conveying that sense of realism. Even FEAR 2 and 3 are less convincing than FEAR 1, which is surprising.
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# ? Feb 12, 2012 17:36 |
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RyokoTK posted:I'm saddened because the one guy in this thread still talking about Marathon is playing Blauwe Vigners of all things and not my scenario instead. Marathon: Phoenix I'm getting around to it! Strange foreign things always seem more interesting than English things.
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# ? Feb 12, 2012 18:35 |
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What's the best Wolfenstein 3D source port/engine for modern Windows these days? I used to use NewWolf, but it hasn't updated in 6 years and was still buggy the last time I used it back at that time.
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# ? Feb 12, 2012 22:22 |
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Is there a reason why Tecman's Blood mod pack has a trojan detected in it?
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# ? Feb 13, 2012 03:25 |
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RyokoTK posted:3. I'm saddened because the one guy in this thread still talking about Marathon is playing Blauwe Vigners of all things and not my scenario instead. Marathon: Phoenix If it makes you feel better; back when I used to play Marathon multi with some friends, Paradise Lost got a lot of play.
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# ? Feb 13, 2012 18:16 |
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ToxicFrog posted:Marathon had some entertainingly impossible levels with its "5D" capability. I certainly wouldn't mind seeing more stuff like that in modern games. What? Can somebody elaborate on this, please?
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# ? Feb 13, 2012 19:01 |
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r1ngwthszzors posted:
I always found it really interesting that in Build engine,you could have multiple separate rooms occupy the same space. It wasn't really used much,but there was for example a level in Duke3D where you had a circular pathway that you needed to do two full loops on to get to the starting point. Not sure if that was intentional or some design weirdness with Build but it would be great if there was a game designed specifically for mind fuckery like this,going all M.C. Escher on the levels,preferably even with thing like gravity being set to the floor rather than to the bottom of the level and whatnot.
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# ? Feb 13, 2012 19:08 |
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an_mutt posted:5D? I never understood the exact details, but if you put two hallways next to each other in a certain way the game engine would get really confused. You could enter one hallway and wind up exiting through another. Some of the maps made use of this "feature" in mind-bending ways. EDIT: I can't find anything on youtube, but here's a map layout: http://marathon.bungie.org/spoiler/m2/41.shtml Note that there are no ramps, that map is all on one level. microwave casserole fucked around with this message at 19:40 on Feb 13, 2012 |
# ? Feb 13, 2012 19:34 |
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an_mutt posted:5D?
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# ? Feb 13, 2012 19:35 |
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r1ngwthszzors posted:Is there a reason why Tecman's Blood mod pack has a trojan detected in it? Ran into the same issue... MSE removes a trojan, resulting in the Launcher being totally broken. Help?
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# ? Feb 13, 2012 22:54 |
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an_mutt posted:5D? The Marathon engine lets you overlap rooms even if they occupy the same (x,y,z) coordinates. So you can, for example, have three doors that all (according to the map and basic spatial reasoning) open into the same room, but in practice each door leads into a different room (which occupies the same space as the other two). I suspect this is a side effect of how it implements room-over-room, but in practice it can also be used for teleporters, spaces that are larger on the inside than the outside, subtly unnerving alien architecture, or even straight mindfucks like this deathmatch level (which is more blatant than any use of it in the singleplayer campaigns, I think). They called it "5-D" because, well, you have two 2.5D rooms overlapping, that's a total of 5D, right? It's not just limited to two overlapping areas, though - you can overlap as many rooms as you want until the map editor crashes.
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# ? Feb 14, 2012 00:56 |
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ToxicFrog posted:The Marathon engine lets you overlap rooms even if they occupy the same (x,y,z) coordinates. So you can, for example, have three doors that all (according to the map and basic spatial reasoning) open into the same room, but in practice each door leads into a different room (which occupies the same space as the other two). Well, I think Doom didn't allow two sectors to occupy the same (x,y) space. Marathon's sectors (called "polygons"), however, can, as long as no two polygon corners ("vertices") had the same coordinates. But Marathon generated spaces more or less the same way Doom did: it's just a two-dimensional space with fakey height added in graphically. This is why neither vanilla Doom nor Marathon supported "bridges and balconies" -- a given line segment of a polygon edge can only connect to one other polygon. It's also why you can't look up/down in Doom, and why Marathon only allowed you to do so a little bit: vertical lines always had to be perfectly straight, so when you look up and down, reality gets hugely distorted. There's no z-axis vanishing points.
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# ? Feb 14, 2012 01:14 |
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Yep pretty much. The Build engine allowed you to have rooms tunnel under rooms and share vertices but it was a giant pain to work with that in the editor. Still let you do some neat tricks though.
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# ? Feb 14, 2012 01:58 |
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I found a full version of Z.A.R. and mere minutes afterwards found my old coverdisc with the English version of the demo. I feel so happy that the hole in my DOS FPS playing ability has been filled. 3D landscape with blast deformable terrain? Hell yes.
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# ? Feb 14, 2012 02:08 |
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# ? May 17, 2024 18:11 |
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Youth with a Skull posted:Ran into the same issue... MSE removes a trojan, resulting in the Launcher being totally broken. Help? It's all part of his scheme to make everyone play more Deus Ex.
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# ? Feb 14, 2012 02:23 |