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VisAbsoluta posted:I'm finishing all episodes from Doom I, how does Doom II vanilla maps compare? I only had the shareware versions back when I was a kid. They're livable, many of them are even fun, but if you're comparing them to Doom 1 a bunch of them suck pretty hard. gooby on rails posted:A 2.5D game is one which treats one dimension differently from the others. The elements of the map will be arranged in two dimensions and have the third assigned to them in a different manner, like how in Doom every vertex has only 2 coordinates and the height of the floor is a property of the sector. Whereas in a true 3D engine like Quake or Ultima the vertices are positioned in all three dimensions and there is no fundamental split between floors and walls; they're both simply consequences of where the surfaces defined by the vertices lie and the floor is only special in that gravity points toward it and the camera is aligned to keep it on the bottom of the screen. Ahh, thank you. I knew the bit about the way Doom's engine did height but I didn't understand why Underworld would look so hosed up if it were in true 3D. The lack of perspective correction explains everything.
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# ? Mar 15, 2013 06:03 |
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# ? Jun 5, 2024 04:06 |
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Fergus Mac Roich posted:They're livable, many of them are even fun, but if you're comparing them to Doom 1 a bunch of them suck pretty hard. I really disagree with this. Knee Deep in the Dead has generally fantastic levels, but I really feel the level design takes a hell of a nosedive in the rest of the episodes, for the most part. I know I'm in the minority, but for the most part, Doom 2 is such a vastly better game, if only for the fleshed-out monster hierarchy. People complain about the city levels (The Factory through...what, Gotcha?) but I never really thought them terrible.
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# ? Mar 15, 2013 06:26 |
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LividLiquid posted:Meanwhile, the Ultima Underworld engine was more advanced in features than any FPS engine would be for over five years, which was an eternity back then given the leaps in technology being made. I play Underworld every couple of years and I'm always pretty impressed with what was possible. Among the earliest fully 3D engines were the Underworld one (UW1: 1992; UW2: 1993), System Shock (1994), the Descent one (Decent: 1994; Descent II: 1996), XnGine (Future Shock: 1995; SkyNET: 1996), and Quake (1996). There still are some limitations to the Underworld engine, though. It's not entirely arbitrary 3D like in Descent. I think walls can only be aligned to multiples of 45°, and for room-over-room they have to use 3D objects (like that long bridge in Pits of Carnage).
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# ? Mar 15, 2013 07:44 |
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Fergus Mac Roich posted:They're livable, many of them are even fun, but if you're comparing them to Doom 1 a bunch of them suck pretty hard. Doom 1 has a bunch of lovely levels too, though. I agree with Kakumei; for the monster variety alone, Doom 2 is at least as good as 1.
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# ? Mar 15, 2013 13:59 |
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Turns out, out of all the projects available for Zandronum, this gets picked to be featured on Kotaku. http://kotaku.com/5990094/an-ingenious-mod-turns-doom-2-into-twisted-metal well okay then. Still, congrats to them for getting news out? TerminusEst13 fucked around with this message at 01:47 on Mar 16, 2013 |
# ? Mar 16, 2013 01:43 |
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TerminusEst13 posted:Turns out, out of all the projects available for Zandronum, this gets picked to be featured on Kotaku. Eurogamer, too. This could well be the most popular Doom mod since Brutal Doom. I despair.
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# ? Mar 16, 2013 01:44 |
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Yeah, there are some levels in Doom's later chapters that just feel like a slog to go through because they feel so claustrophobic and maze-y. I didn't really mind Doom II's city levels much at all except for the fact that there are a few where completing the stage without jumping off high ground / key hunting, but once you know those you can beeline to them instead of getting stuck in a corridor of endless doors.
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# ? Mar 16, 2013 08:59 |
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TerminusEst13 posted:Turns out, out of all the projects available for Zandronum, this gets picked to be featured on Kotaku. quote:If they'd modded the Heretic engine, they could have allowed you to look up and down. And the cars could 'jump' a little higher when they get blown up.
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# ? Mar 16, 2013 10:21 |
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I finally loving got the furthest I could in Reelism... And made the mistake of assuming the Monster Truck Wizard didn't have any ranged attacks, after watching him get stuck on stairs and deciding to destroy him from above said stairs. ^ At the very least, whoever was asking for a true Necrodoom .wad got their wish, and Darkstar seems to be handling the anger pretty well. poo poo I found and no one will care about and was probably already posted: this fancy pants semi-conversion (it's supposed to be a total conversion, but the creator's still hammering out maps) of Quake 3, for any Doom! It's got the Quake 3 movement style, weapons, and characters, and if you do work up the strength to not glaze over at every post I make, for the love of loving God, download the gore reducer. At least Brutal Doom allowed you to see enemies through the fountains of blood. JackMackerel fucked around with this message at 00:27 on Mar 17, 2013 |
# ? Mar 16, 2013 10:59 |
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JackMackerel posted:I finally loving got the furthest I could in Reelism... Speaking of weird mashup mods, this video makes me so very, very happy. https://www.youtube.com/watch?v=Q2yPfWXPIs0 quote:gmDoom is a partial source port of Doom integrated into Garry's Mod 13. Assets are loaded from an IWAD, and no binary modules are required!
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# ? Mar 16, 2013 16:08 |
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The Kins posted:Speaking of weird mashup mods, this video makes me so very, very happy. It's...it's glorious. Sprite poo poo in 3d modeled worlds usually doesn't work too hot, but somehow this dude is making it look natural. Making it look GOOD. I must learn how.
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# ? Mar 16, 2013 18:40 |
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Holy poo poo I thought using Doom's weapons on HL2 was nice. Then putting Doom enemies on HL2 was amazing enough, killing zombies on counter-strike maps? No words but this: https://www.youtube.com/watch?v=Q2yPfWXPIs0&t=218s This... I can't even describe how I feel.
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# ? Mar 16, 2013 19:21 |
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Ha, I love the way the door opens at 1:22. This looks awesome.
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# ? Mar 16, 2013 19:56 |
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^^^ I didn't notice that until now. That's awesome. Just seeing the BFG take down the helicopter and those striders in (what I assume was) one hit was a beautiful sight. Hopefully, someone ends up making a special version of Reelism that worked with this and included the HL2 weapons/enemies. Just think of the awesomeness of using that HACX 2.0 chaingun against Combines and Doom Zombie Soldiers on one of the Mann vs Machine maps from TF2 (since MvM maps are pretty open and made for hoarde-style gameplay). I know this might be pretty unlikely to happen, but a man can dream, can't he?
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# ? Mar 16, 2013 19:58 |
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Port nuts.wad to HL2, then we'll talk.
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# ? Mar 16, 2013 22:22 |
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Obeast posted:^^^ I didn't notice that until now. That's awesome. OK now I just need someone to port Quake's maps to HL2, and let me use Samsara with this, and I will be satisfied.
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# ? Mar 16, 2013 22:23 |
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How about Ghoul's forest?
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# ? Mar 16, 2013 22:38 |
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Can anyone tell me why my crosshairs are completely wrong in Quake 2? They are way off to the left of where the shots actually land, makes playing multiplayer nearly impossible.
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# ? Mar 17, 2013 00:18 |
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The Kins posted:That's what happens when you mess with the wrong loving wizard. loving finally. There was a port of the Doom enemies and weapons to GM12, but Garry's constant loving with the game snapped everything in half. (Speaking of which, there's also an Invasion mutator for UT2004 that does something similar...)
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# ? Mar 17, 2013 00:26 |
Yeah, I've played with the UT2k4 plugins that added Half-Life 2, Doom 3, and (I think) Quake enemies to the game. It was pretty fun, although, unsurprisingly, some of the enemies didn't really behave anything like their original counterparts.
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# ? Mar 17, 2013 00:31 |
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JackMackerel posted:poo poo I found and no one will care about and was probably already posted: this fancy pants semi-conversion (it's supposed to be a total conversion, but the creator's still hammering out maps) of Quake 3, for any Doom! It's got the Quake 3 movement style, weapons, and characters, and if you do work up the strength to not glaze over at every post I make, for the love of loving God, download the gore reducer. At least Brutal Doom allowed you to see enemies through the fountains of blood. Ah, I tried this out a good while ago, 1.9.2. I liked a lot of things about it, but it wasn't terribly finished or well built at the time. I'm definitely willing to try out an updated version. Edit: Eh, still don't think I can really recommend it, but I do think it has potential. catlord fucked around with this message at 02:22 on Mar 17, 2013 |
# ? Mar 17, 2013 02:09 |
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Anyone ever gotten TrackIR working in GZDoom? That seems like the sort of ridiculous thing that should happen at some point.
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# ? Mar 17, 2013 03:18 |
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tooooooo bad posted:Anyone ever gotten TrackIR working in GZDoom? That seems like the sort of ridiculous thing that should happen at some point. Just use this thing, of course: http://www.mindflux.com.au/products/iis/vfx1.html
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# ? Mar 17, 2013 03:19 |
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Here's something interesting though only tangentially related to the topic: Apparently Sandy Peterson is a big board gamer and is currently working on his own Cthulhu Mythos board game. http://boardgamegeek.com/thread/895053/sandy-petersens-new-boardgame
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# ? Mar 17, 2013 07:09 |
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TOOT BOOT posted:Apparently Sandy Peterson is a big board gamer and is currently working on his own Cthulhu Mythos board game.
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# ? Mar 17, 2013 08:18 |
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In Doom, do monsters that are infighting with Spectres behave the same way as they do when they attack you while partially invisible?
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# ? Mar 17, 2013 17:31 |
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Mak0rz posted:In Doom, do monsters that are infighting with Spectres behave the same way as they do when they attack you while partially invisible?
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# ? Mar 17, 2013 19:20 |
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The Kins posted:Well he was the author of the original Call of Cthulu pen-and-paper game before he ventured into computer game development, nice to see him return to his roots. My favorite Tabletop/FPS crossover ever is Warren Spector, of Deus Ex and System Shock fame. He is best known in nerdgames for working on Spelljammer and for being the lead author of Toon. His work on Epic Mickey makes way more sense if you've read Toon.
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# ? Mar 17, 2013 20:01 |
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Zero Star posted:Nope, other monsters treat Spectres exactly the same as Demons. Oh well, good to know. Hey Kins, if I could make just one suggestion for Reelism, it would be to make the kick alt-fire for any weapon. It seems pretty useful in a pinch!
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# ? Mar 18, 2013 18:58 |
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The new Rise of the Triad will be appearing at PAX, and as a little taste of what's to come, Interceptor linked this video: http://www.youtube.com/watch?v=Jam-lXgop2I&feature=youtu.be My faith in this game knows no bounds. (also TF2 items are rumored to be in the pipeline)
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# ? Mar 19, 2013 05:25 |
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Official word on ROTT TF2 items is a big "maybe". Also, the achievements for the new ROTT leaked. Looks like we're looking at 20 solo levels.
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# ? Mar 19, 2013 06:40 |
The Kins posted:Official word on ROTT TF2 items is a big "maybe". Also, the achievements for the new ROTT leaked. Looks like we're looking at 20 solo levels. NEW_ACHIEVEMENT_2_18 #YOLO #JK #LOL #SWAG #420 Die for the first time This owns.
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# ? Mar 19, 2013 06:42 |
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NEW_ACHIEVEMENT_4_8 Unreal Watch Entire Castle Flyby with game on Maximum settings NEW_ACHIEVEMENT_3_30 Shadow Warrior Beat the game with Lorelri [sic] Ni I don't know why, considering they're just references and nothing else, but these send my inner child all a-titter.
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# ? Mar 19, 2013 06:55 |
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Holy poo poo, this might be my favorite achievement aside from the one Segmentation Fault posted. NEW_ACHIEVEMENT_3_12 Rocket Scientist Rocket Jump off two enemies heads consecutively I still haven't played through the original ROTT (I have it on GOG and have tried it a few times, but never got past the first level), but everything I've seen of the remake makes me want to finally play it. I know the later levels in the game are supposed to be a pain, but it still looks fun as hell.
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# ? Mar 19, 2013 07:09 |
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I have never been more excited for anything than I am for the new Rise of the Triad.
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# ? Mar 19, 2013 09:07 |
Who said that you shouldn't play "Hell Revealed" with BD? This poo poo is the bees' knees.
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# ? Mar 19, 2013 09:30 |
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Cream-of-Plenty posted:Who said that you shouldn't play "Hell Revealed" with BD? This poo poo is the bees' knees. Also, Duke 3D Megaton Edition is probably getting released Wednesday. The Kins fucked around with this message at 10:47 on Mar 19, 2013 |
# ? Mar 19, 2013 10:40 |
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Obeast posted:I still haven't played through the original ROTT (I have it on GOG and have tried it a few times, but never got past the first level), but everything I've seen of the remake makes me want to finally play it. I know the later levels in the game are supposed to be a pain, but it still looks fun as hell. The first handful of levels are quite good, the weapons are amazing and the gore is out of this world. Unfortunately, the level design takes a sharp nosedive about halfway in IIRC and the final boss fight pulls one of the biggest dick moves of all time. It's a puzzle boss fight of sorts and puts part of the solution in an unmarked secret area. E: Holy poo poo, I thought the guys at Interceptor Entertainment had a familiar accent in the development diary videos. They're based right here in Denmark! Awesome KozmoNaut fucked around with this message at 11:43 on Mar 19, 2013 |
# ? Mar 19, 2013 11:31 |
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Clive Barker's Undying has been given the GOG treatment.
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# ? Mar 19, 2013 12:28 |
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# ? Jun 5, 2024 04:06 |
The Kins posted:Brutal Doom kind of jacks with the game balance a bit to make things a bit harder, and frankly the Hell Revealed maps are hard enough as it is, so the two combined can result in a lot of unfair deaths. The first Hell Revealed is actually crazy fun with BD, even if you do have to slightly cheese the new mechanics, but HR2...
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# ? Mar 19, 2013 12:33 |