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Zaphod42 posted:Oh wow, I forgot how huge the Gears influence was in UT3. Hello, Marcus Fenix. I'd love for UT and arena deathmatch in general to make a return, but Quake Live did poorly and with Cliffy leaving Epic I can't see them doing anything.
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# ? Jan 22, 2013 07:28 |
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# ? May 14, 2024 00:56 |
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Yodzilla posted:The Unreal and Unreal Tournament OST are pretty great for background programming music. poo poo, and here I thought I was the only one.
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# ? Jan 22, 2013 07:58 |
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At every E3 that rolls around I hope against hope that Epic will suddenly announce a brand-spankin' new Unreal game that will harken back to the original tone and style of the first game; ie, being trapped on a bizarre alien planet filled with loads of hostile monsters and mysterious temples with no-one but your own isolation and the doomed logs of dead survivors to keep you company. Huge levels, exploration, and a hint of survival mechanics would make for an awesome single player experience.
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# ? Jan 22, 2013 08:04 |
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Zaphod42 posted:Oh wow, I forgot how huge the Gears influence was in UT3. Hello, Marcus Fenix. I can't look at that guy without thinking of the edit someone made of a UT3 screenshot where he's Johnny Fiveaces and the subtitles are something about "that loving clock". Unfortunately I didn't save it and GIS only has tiny thumbnail versions.
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# ? Jan 22, 2013 08:48 |
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Honestly this is all I remember of UT3. Such a bland game. edit: that's not entirely true, I do remember that everyone ran really slow. To compensate everyone had hoverboards which they could use at any time, but they couldn't go up any slight change in elevation and were therefore totally useless. deadpan fucked around with this message at 09:05 on Jan 22, 2013 |
# ? Jan 22, 2013 08:56 |
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The biggest things I remember about UT3 are the campaign explaining how important Onslaught mode's power generators were to the repsawn-based invasion forces, and all of the main characters being killed off-screen during the final deathmatch. Oh, and the terrible, terrible levels. The Gears of War level was, if memory serves, the deathmatch level with the tripod walker in the Blade Runner-ish setting. Plus the Nuremberg-worthy sandstorm level. And the CTF bridge level that was literally a straight line between two flags (and that was one of the better ones).
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# ? Jan 22, 2013 09:01 |
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deadpan posted:Bulletstorm is an interesting case because on one hand you have the devs from People Can Fly, who were happy with a Doom/Quake-style premise in Painkiller: You are a guy fighting ridiculous demons and here are some guns, have fun. On the other hand you have Epic's influence, with their odd plot justifications for gameplay elements in the Unreal and Gears of War games (Unreal 3 was particularly bad about this from what I remember). I can't imagine how awful Bulletstorm would have been if they hadn't played it as a comedy. Funnily enough, there IS a guy named Quake, but it's just the codename for the final boss. Also, am I the only one who thinks Painkiller started out the same way as Quake: originally completely different and story-driven, turned into almost storyless mashup of random environments? Heck, you can't even watch one crucial cutscene, unless you played it on hard. ^ Don't forget less support for custom models. I miss all the crazy player models UT2004 had. Mechs made from scrap, velociraptors, monsters made from two unfortunate scientists and ship scrap...
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# ? Jan 22, 2013 11:06 |
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Apparently zDoom thinks there's no such thing as an accident and gladly deleted my only save game for the community map after I accidentally pressed delete while trying to load it. I was almost through Eastern Complex, and that part was such unfun bullshit that I never want to play through it again. If anyone happens to have a save that's around those parts they could put up on dropbox, they'd have my undying gratitude.
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# ? Jan 22, 2013 11:28 |
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Bloodmobile posted:Apparently zDoom thinks there's no such thing as an accident and gladly deleted my only save game for the community map after I accidentally pressed delete while trying to load it. I was almost through Eastern Complex, and that part was such unfun bullshit that I never want to play through it again. If anyone happens to have a save that's around those parts they could put up on dropbox, they'd have my undying gratitude. Or just point your launcher at the relevant map/cheat to it? Edit: Hurf, you mean that extra large map thing don't you? My mistake. Rev. Melchisedech Howler fucked around with this message at 13:09 on Jan 22, 2013 |
# ? Jan 22, 2013 12:45 |
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DoombatINC posted:And the CTF bridge level that was literally a straight line between two flags (and that was one of the better ones). Yeah but that's been a UT thing since Facing Worlds.
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# ? Jan 22, 2013 15:03 |
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Zaphod42 posted:I've been saying that a ton about movies lately. On the one hand, you have recent hollywood's trend with dumbed down least common denominator movies, we better spell out the plot extra clear so nobody in the back gets left behind, movies like Harry Potter (not saying its a bad movie) where the main character acts as a stand-in for the audience to vicariously learn what's going on. What is all this?!? So Harry asks questions, and we the audience get answers. This is more generally called tell vs. show (or tell vs. show vs. imply), and it's pretty commonly considered that showing or implying is a much better option than telling, whether it's movies, games, or books. On the other hand, telling is easiest, and also the hardest for the player/reader to misunderstand. Why bother hinting at things, or show the reader something they might misinterpret, when you can just paste a few pages of your setting and backstory notes in? JackMackerel posted:Also, am I the only one who thinks Painkiller started out the same way as Quake: originally completely different and story-driven, turned into almost storyless mashup of random environments? Heck, you can't even watch one crucial cutscene, unless you played it on hard. Wait, what cutscene is that? The only difficulty-dependent changes I remember (to the story, I mean) is that on Trauma the entire fifth chapter, Hell, doesn't happen; the game ends at the end of chapter 4 with Daniel accepting ascension into Heaven rather than chasing his foe into Hell.
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# ? Jan 22, 2013 15:10 |
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Bloodmobile posted:Apparently zDoom thinks there's no such thing as an accident and gladly deleted my only save game for the community map after I accidentally pressed delete while trying to load it. I was almost through Eastern Complex, and that part was such unfun bullshit that I never want to play through it again. If anyone happens to have a save that's around those parts they could put up on dropbox, they'd have my undying gratitude. I once lost a save because it crashed while writing the save. So since then, I've adopted something I've seen on a forum. Type this in the console: code:
It also solves the problem of making a quicksave just before getting a surprise rocket in the butt. If the game crashes, deletes the save, or it is otherwise unusable; there is a not-too-old save waiting to be loaded. I've also seen somebody who made a mod which makes an autosave every five minutes or so. Here it is.
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# ? Jan 22, 2013 15:52 |
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Don't savescum.
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# ? Jan 22, 2013 16:18 |
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Watching all those old Quake speedruns and machinima videos is great. Really brings me back. For me, this was my all time favorite quake video: https://www.youtube.com/watch?v=8FVJ__rBFxk I played Team Fortress when I was still in elementary school, and it just blew me away. But that video in particular, the music fits the action so well, and everything perfectly captures the mood of Team Fortress. Everyone is going to die, everyone is going to be gibbed and everything is going to be chaos and it is going to be glorious; you'll just respawn and do it again. Does anybody still play TF? I might have to download it and see. I downloaded Doom TF for skulltag awhile ago, which was pretty silly, but I didn't really see anybody playing. But that was a reverse port anyways, Quake was the original.
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# ? Jan 22, 2013 16:27 |
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Zaphod42 posted:Watching all those old Quake speedruns and machinima videos is great. Really brings me back. IIRC the only life Quake TF has is the occasional pick-up match. A few years ago, there was a pub server in Brazil, but it wasn't very active. Not sure if its still online. TFC isn't much better. You either have 2fort 24/7 (Drippy's) or a community filled with 20 and 30-somethings that still think spewing racist slurs and acting like 4chan users is the height of comedy (Gas Chamber). Plus, Gas Chamber usually plays 2fort these days, which means your choices are either 2fort or 2fort with asshats. The others classic servers, like Royston and Twisted Dustbowl, are dead when I get on (around 7 PM EST). closeted republican fucked around with this message at 17:30 on Jan 22, 2013 |
# ? Jan 22, 2013 17:09 |
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For those who want their Doom to have a little more punch when playing standard level packs, but don't want the balance tweaks of Brutal Doom, I'd recommend trying Doom Expanded. Adds more variety to enemy death animations, some particle blood splatter and various special effects, but doesn't seem to affect gameplay at all. It also comes with a really good custom HUD - all the information of the ZDoom alternative HUD, but much prettier and has the Doomguy reaction face on it, too. Some neat details, like colour-graded bars, so your ammo bar will slowly turn orange, then red as it empties, and then start blinking when it's very low. Seems to work great with anything vanilla-ish, such as Back To Saturn X.
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# ? Jan 22, 2013 17:15 |
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Korendian Leader posted:Don't savescum. There's nothing scummy in saving. It's reloading at every mistake that is borderline godmoding.
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# ? Jan 22, 2013 17:17 |
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Cat Mattress posted:There's nothing scummy in saving. It's reloading at every mistake that is borderline godmoding. Yeah, a lot of modern levels are 2-5x (or more) as long as anything in classic Doom or Doom 2. You're generally expected to save a couple of times along the way. The good ones have autosaves/checkpoints.
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# ? Jan 22, 2013 17:18 |
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Cat Mattress posted:I once lost a save because it crashed while writing the save. So since then, I've adopted something I've seen on a forum. Type this in the console:
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# ? Jan 22, 2013 17:20 |
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Dominic White posted:Yeah, a lot of modern levels are 2-5x (or more) as long as anything in classic Doom or Doom 2. You're generally expected to save a couple of times along the way. The good ones have autosaves/checkpoints.
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# ? Jan 22, 2013 17:44 |
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Korendian Leader posted:There are doom maps with checkpoints and autosaves?
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# ? Jan 22, 2013 17:45 |
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Zero Star posted:Is there a way for this to work in Zandronum? I've tried bind f6 "special autosave" and it just gives me an "Unknown command: "special"" error message. Unfortunately, the "special" console command was added in ZDoom 2.6.0, so it's not present in Zandronum. Korendian Leader posted:There are doom maps with checkpoints and autosaves? Yes. ZDoom maps, at least. Off the top of my head, there's Demons of Problematique 2 in which the checkpoints are represented by a little sprite (IIRC, a floppy disk). Pick one up and it autosaves. If you don't want to autosave, you can walk around it. I know there are other ZDoom mods with autosaves but I don't remember exactly which.
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# ? Jan 22, 2013 17:53 |
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Did the actual QL thread fall off the forums? I was looking for it as I have been playing again; I need people to play duel with.
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# ? Jan 22, 2013 17:55 |
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Dominic White posted:The good ones have autosaves/checkpoints. Uh, the only doom wad I think I've played with autosaves is Winter's Fury and (I think) tribute.wad, and neither of those were great in terms of design. A map transition usually takes the place of a checkpoint for most wads. Unrestricted saving/loading is really really sloppy, unconfident design to me, and probably the biggest thing I hate about Doom and most classic PC games. If I can't do the map without quicksaving, 9 times out of 10 I can't do the map. SPACE HOMOS posted:Did the actual QL thread fall off the forums? I was looking for it as I have been playing again; I need people to play duel with. They did a lot of lovely stuff to QL and it lost a lot of popularity, I wouldn't be surprised if it has disappeared.
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# ? Jan 22, 2013 17:55 |
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Tiger Schwert posted:They did a lot of lovely stuff to QL and it lost a lot of popularity, I wouldn't be surprised if it has disappeared. I did a search and is this the map pool change for free users? I actually like QL over normal Q3 mostly for the ability to configure tons more things, so I every once in a while fork over a few bucks. Not to mention the start a match thing lets you change everything and you can have the most bizarre server if you wanted. It only lets you invite 5 free players but thats fine by me as I prefer small matches anyway. Edit: The other day I was dicking around with Q2 and noticed people still playing dm. It reminded me how I used to spend my summers playing mods all night on dial up. I used to love jailbreak and red rover! I feel like mods for Q3 just didn't feel the same - although I have an unhealthy amount of time spent in RA3. SPACE HOMOS fucked around with this message at 18:21 on Jan 22, 2013 |
# ? Jan 22, 2013 18:12 |
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Dominic White posted:For those who want their Doom to have a little more punch when playing standard level packs, but don't want the balance tweaks of Brutal Doom, I'd recommend trying Doom Expanded. Looking at the screenshot for this, I have one question: why does every weapon replacement mod have to flip the pistol to be right handed? It doesn't look right at all, wherever possible I just load up the wad in SLADE and flip that thing straight over.
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# ? Jan 22, 2013 18:26 |
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Convex posted:Looking at the screenshot for this, I have one question: why does every weapon replacement mod have to flip the pistol to be right handed? It doesn't look right at all, wherever possible I just load up the wad in SLADE and flip that thing straight over. I think all the other weapon animations are right handed, so ~*immersion*~
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# ? Jan 22, 2013 18:34 |
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Convex posted:Looking at the screenshot for this, I have one question: why does every weapon replacement mod have to flip the pistol to be right handed? It doesn't look right at all, wherever possible I just load up the wad in SLADE and flip that thing straight over. Tiger Schwert posted:Unrestricted saving/loading is really really sloppy, unconfident design to me, and probably the biggest thing I hate about Doom and most classic PC games. If I can't do the map without quicksaving, 9 times out of 10 I can't do the map.
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# ? Jan 22, 2013 18:39 |
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Some levels are sorta impossible to do without some saving, and yet are still really good. Sunder is a prime example. I'm a huge advocate for never saving in the middle of a level (i think it makes the game way more fun) but free saving shouldn't just be up and removed, either.
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# ? Jan 22, 2013 18:41 |
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The Kins posted:It's also never, ever changing in ZDoom. One of the engine developers was very, very clear on that. Oh well. Strange thing to be "very, very clear" about. What sort of things were they saying? I don't understand what ZDoom as an engine would even do apart from perhaps offer MAPINFO flags to mappers.
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# ? Jan 22, 2013 18:52 |
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Dominic White posted:For those who want their Doom to have a little more punch when playing standard level packs, but don't want the balance tweaks of Brutal Doom, I'd recommend trying Doom Expanded. Looks pretty good, except for those explosions. They look pretty bad in comparison to Beautiful or Brutal Doom. Hope they make those look a little nicer at some point. I actually have a really dumb question about ZDoom in general though. Is there a way to get to the regular shotgun instantly without having to cycle through the SSG?
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# ? Jan 22, 2013 18:58 |
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Tiger Schwert posted:Strange thing to be "very, very clear" about. What sort of things were they saying? I don't understand what ZDoom as an engine would even do apart from perhaps offer MAPINFO flags to mappers.
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# ? Jan 22, 2013 19:10 |
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"You can save and reload at any time" is a core feature of the Doom engine and should never be removed from any major source port. The game wasn't designed to be "everything must be very difficult and if you screw up you have to go back to the beginning and 50 bullets" so decrying "savescumming" in Doom is just stupid.
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# ? Jan 22, 2013 19:30 |
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Install Gentoo posted:"You can save and reload at any time" is a core feature of the Doom engine and should never be removed from any major source port. The game wasn't designed to be "everything must be very difficult and if you screw up you have to go back to the beginning and 50 bullets" so decrying "savescumming" in Doom is just stupid.
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# ? Jan 22, 2013 19:42 |
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Install Gentoo posted:"You can save and reload at any time" is a core feature of the Doom engine and should never be removed from any major source port. The game wasn't designed to be "everything must be very difficult and if you screw up you have to go back to the beginning and 50 bullets" so decrying "savescumming" in Doom is just stupid. The game wasn't designed to be trivial either, which savescumming makes it. And when you die in vanilla doom2.exe, you literally go back to the start of the map with a pistol and 50 rounds. I'm sure you knew that though. The Kins posted:Oh, I'd never rip it out just for difficulty's sake. That's dumb. But in Reelism, unless the player manually disables autosaves the game will make an autosave after you win a round, causing your next round on that map (unless you restart from the New Game menu) to always have the same RNG seed even if you die, so the reels will always be the same. Kind of a pain, but ah well. Oh, last time I tried Reelism I was wondering why I was getting the same rolls. Interesting.
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# ? Jan 22, 2013 20:03 |
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Tiger Schwert posted:The game wasn't designed to be trivial either, which savescumming makes it. Savescum is a stupid term. And in vanilla doom2.exe you can immediately reload your last save from the menu and continue on your way, this time not getting shot in the face by the Cacodemon in the monster closet...
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# ? Jan 22, 2013 20:14 |
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Install Gentoo posted:Savescum is a stupid term. Originally it came from roguelikes, and meant backing up your save file and then restoring it from backup when you died (because the game would erase it when you died). Sometimes this even had implications for other players, as it meant you could leave behind multiple copies of the same dead character for other people to encounter and get a high score recorded with a character who should have died. These days it just means "any use of save/load features that I feel damages the ~purity~ of my singleplayer experience, even if I'm not the one doing it"
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# ? Jan 22, 2013 21:13 |
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I've never known someone who has played a Doom game and when respawned back at the beginning of the level with no supplies just said "yeah okay that's how it should be." You always reloaded a previous save and were expected to keep running saves as you played. That's just how it was with games of that era. Hell all of the Build engine games did the same thing when you died and people just knew to reload a save there too. Which makes me wonder now, what was the first FPS to feature a proper checkpoint system?
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# ? Jan 22, 2013 21:25 |
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Yodzilla posted:I've never known someone who has played a Doom game and when respawned back at the beginning of the level with no supplies just said "yeah okay that's how it should be." You always reloaded a previous save and were expected to keep running saves as you played. That's just how it was with games of that era. Hell all of the Build engine games did the same thing when you died and people just knew to reload a save there too. I know Half-Life had autosaving. Checkpoints proper, Medal of Honor?
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# ? Jan 22, 2013 21:34 |
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# ? May 14, 2024 00:56 |
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Tiger Schwert posted:The game wasn't designed to be trivial either, which savescumming makes it. Why? Why do you care? Why is this even a debate? Do you know what the nice thing about having that feature is? It means people can use it or not use it if they want to. id Software doesn't give a poo poo how you play their game as long as you paid for it and are having fun. Did Carmack give a keynote speech about those savescums and how they're ruining the game and not playing it how it was meant to be played at a Quakecon or something?
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# ? Jan 22, 2013 21:36 |