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Geight posted:e: Also is every weapon in the new RoTT an explosive? I haven't played the original but it looked like everything exploded in that deathmatch video. Not that I'd be complaining about that, mind! In the original, the pistol and submachine gun have unlimited ammo. Since you can find a second pistol literally in the first level and the submachine gun soon after, there really isn't any reason to not use the submachine gun all the time. You can, but there's no reason to. The last weapon slot can hold one explosive weapon, you discard it when the ammo is used up. If you pick up another explosive weapon before that, you'll switch to the new one and leave the old one on the ground. In essence, ROTT was actually one of the first "no, you cannot carry around an entire arsenal on your back like you could in Doom" games.
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# ? Apr 16, 2013 15:59 |
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# ? Jun 8, 2024 08:24 |
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Tecman posted:Good news! I've fixed the "lag" issue by reducing the max FPS count, since apparently SiN runs on a client/server combo and having a fast computer capable of actually rendering 1k frames per second absolutely destroys the server part of things, so limiting it to 100 or 200 makes the problem go away! I'll test it out. I've never played SiN past the first few levels but now I kinda want to play more.
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# ? Apr 16, 2013 16:26 |
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Yodzilla posted:I'll test it out. I've never played SiN past the first few levels but now I kinda want to play more. The neat thing about it is that it takes pretty big advantage of the "things you do in previous levels affects the next ones" mechanic. For example in the opening level where you're shooting from the helicopter at the criminals on rooftops, you can collapse parts of the next level and depending on how you do, there's two different entrances to that bank level. Eventually, it gets to the point where some of the later levels are completely avoided if you do the right things in earlier ones.
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# ? Apr 16, 2013 16:34 |
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All this talk of SiN and no mention of Wages of SiN? For shame
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# ? Apr 16, 2013 16:42 |
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IMO, sIn was the successor to Duke3D. I loved the variety of level design, the huge amount of secrets, the gadgets and usable computers, the interactivity in the levels, and the cheesy cheesyness that ran through the whole thing. I always loved the daytime infiltration of the shipping depot in Wages of sIn. It struck me as very immersive for the time.
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# ? Apr 16, 2013 17:16 |
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Dominic White posted:That would be to fundamentally misunderstand Doom's combat. In Doom, every single enemy is slower than you, and almost every enemy fires bright, easily evaded solid projectiles. Your most powerful weapons are best applied up-close, so it becomes a game about maneuvering between enemies as quickly as possible and picking off specific targets. The better you get, the even more this becomes true; the Spider Mastermind can be one-shot with the BFG, and the cyberdemon is safest when you're within super-shotgun range and controlling its movements. I see what you're saying here, but I feel the nuances of combat don't really set them so far apart. I can't speak for BFE because I haven't played it, but in TFE and TSE the only hitscan enemies I can think of are the scorpion gunners. Everything else is either melee or projectile based (or both in the case of kleers and harpies). Furthermore, backpedaling is only effective in the largest, most featureless battles. There are plenty of fights in corridors, mazes, and arenas where you are surrounded and there is nowhere to backpedal. Additionally, you often fight enemies that are slower than you (or completely immobile, like lava beasts and those green six-limbed aliens) in enclosed spaces, which puts the emphasis back on dodging projectiles. I'm not accusing you of this, mind you, but I get the impression that a lot of people play or watch an hour of SS or Painkiller, see a huge shooting gallery battle, and write the entire game off as and endless stream of such battles. I've played a lot more SS and Painkiller than Doom or Quake (and admit a degree of bias along with that fact), and I feel it's a shame that they don't get similar recognition for having interesting, tactical combat. I mean, in the very first map of Painkiller, you will get torn apart on the higher difficulties if you don't use the graves to break up and flank the hordes of melee guys. You're generally right about the speed of enemies in older games vs. newer, and also about the range at which your weapons are effective, but these differences aren't enough to convince me that SS and Painkiller aren't the successors of the genre. That's a lot of words arguing a matter of perspective, so let me add that I agree with you fully on Shogo's bullshit combat, though I think it's fun enough to warrant a playthrough. The mech levels were way the hell more fun than the on-foot levels. Oh, and I gave Strife a try last night, and holy poo poo that game owns.
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# ? Apr 16, 2013 17:26 |
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Strife is so good but the weapons are so weak-feeling and I can never get through it because I keep killing villagers.
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# ? Apr 16, 2013 17:32 |
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KozmoNaut posted:In the original, the pistol and submachine gun have unlimited ammo. Since you can find a second pistol literally in the first level and the submachine gun soon after, there really isn't any reason to not use the submachine gun all the time. You can, but there's no reason to. Not that having limited weapons in the game was a bad thing. I don't remember there being any ammo pickups, but there were rocket launchers EVERYWHERE! So if you have awful ammo hoarding habits from other FPS of the time, you need to get over it and enjoy just gibbing everything in sight. If I remember right, enemies could use those same rocket launchers against you if they walked over them (I don't recall if the AI was smart enough to race you to the weapons, just if they accidentally walked over them).
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# ? Apr 16, 2013 17:35 |
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Yodzilla posted:I'll test it out. I've never played SiN past the first few levels but now I kinda want to play more. Also happy to test this out if you want another one! I have a 560ti and Win 7 x64 if that makes a difference.
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# ? Apr 16, 2013 17:44 |
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Yodzilla posted:So thanks to a certain GOTH FASCISTIC PAIN MASTER I saw that SHOGO is currently three bucks for the next few hours. I never played it back in the day so I thought I'd give it a spin but then I also saw Kingpin is also have off but for five bucks? I never played it but I don't remember Kingpin getting stellar reviews even when it was new. What's it like? Kingpin is worth about 3 bucks just for the current glitch it has with ATI's drivers where everyone's face is constantly crawling and pulsating. It completely changes the experience.
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# ? Apr 16, 2013 17:55 |
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horse mans posted:Strife is so good but the weapons are so weak-feeling and I can never get through it because I keep killing villagers. Strange, never really felt that in strife. Machine gun's kinda flimsy but everything else is plenty killy.
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# ? Apr 16, 2013 18:04 |
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Red_Mage posted:Kingpin is worth about 3 bucks just for the current glitch it has with ATI's drivers where everyone's face is constantly crawling and pulsating. It completely changes the experience. Tell me there is video of this. Kingpin was already so overly grungy that it pushed into horror territory...this could make it a full back-alley Lovecraft experience.
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# ? Apr 16, 2013 18:04 |
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Zombie Samurai posted:I can't speak for BFE because I haven't played it... It's funny you mention that; BFE has a much larger number of hitscan enemies than the other SS games and almost ruins the experience for me.
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# ? Apr 16, 2013 18:05 |
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Mercury Crusader posted:Not that having limited weapons in the game was a bad thing. I don't remember there being any ammo pickups, but there were rocket launchers EVERYWHERE! So if you have awful ammo hoarding habits from other FPS of the time, you need to get over it and enjoy just gibbing everything in sight. There were no ammo pickups at all. When you picked up a weapon, you got however many shots that type of weapon had, that's it. And the best kind of enemies would fall to their knees when injured, begging to be left alive. Then they'd keel over and play dead. Get close to them, and they would wake up, go "Ha HA!" and snatch your weapon. Yes, even the firebomb or the firewall. Then they'd usually murder the hell out of themselves and their friends with splash damage.
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# ? Apr 16, 2013 18:29 |
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The best weapon in RotT is a dog's bark that literally pulps everyone within a 200 foot radius.
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# ? Apr 16, 2013 18:35 |
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Red_Mage posted:Kingpin is worth about 3 bucks just for the current glitch it has with ATI's drivers where everyone's face is constantly crawling and pulsating. It completely changes the experience. I think it always did something like that, at least I remember that being the case when I played it way back when it came out. I think it has something to do with the quake 2 engine in general.
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# ? Apr 16, 2013 19:19 |
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Yeah, it always did that. Something about the coordinate system in the engine using ints instead of floats for performance reasons or something. Hence, polygons tend to snap to coordinates, all unsynchronized.
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# ? Apr 16, 2013 19:31 |
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I always thought the vertex floating made a really creepy effect that was unfortunately never used in any game ever.
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# ? Apr 16, 2013 21:00 |
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Rarely using a VPS. It's currently hosting Doom and Sven Co-op servers. I'm willing to host whatever for goons if there's a desire to co-op some older FPSes. The VPS stats are: 256MB RAM, 10GB storage, hosted in L.A. (it's the RD-256 plan from RackD.) Underpowered for many things, but it runs Doom 2 well.
Commander Keenan fucked around with this message at 23:08 on Apr 16, 2013 |
# ? Apr 16, 2013 23:05 |
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Okay, thanks to some help from baldurk I've built two little patcher applications - one for the Steam version of SiN (1.12) and one for the retail one (1.11). Both let you type in the resolution you want and it'll overwrite the built-in res for 1152x864, so when you set that resolution in-game it SHOULD use the one you've specified. For people who would be willing to help me test it, please send me a private message with your email or some other way for me to contact you and send you the executables. edit: vvvvvv Haha, all this talk about Wages of Sin made me go and set it up for the Steam version of the game so I can replay it. It's been forever! Even made a little loader app so I can run it from Steam. Tecman fucked around with this message at 13:41 on Apr 17, 2013 |
# ? Apr 17, 2013 11:53 |
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DoombatINC posted:All this talk of SiN and no mention of Wages of SiN? For shame
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# ? Apr 17, 2013 12:09 |
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Tecman posted:edit: vvvvvv Haha, all this talk about Wages of Sin made me go and set it up for the Steam version of the game so I can replay it. It's been forever! Even made a little loader app so I can run it from Steam. 1. The opening cutscene crashes to console as Manero's helicopter is landing. 2. There's some sort of time-trial tracker thing in the corner of the screen during actual gameplay. It doesn't even count up, it's just there. 3. Onethumb's club and Manero's casino use the "purplebitch" painting texture, which was the base game but never actually used, and was taken out of the Steam version. I included it in my uncensor pack, so at least that's fixable. 4. The major one: New items and enemies won't appear. This includes things like ropes and the flashlight. I couldn't even give myself the new items with the console, it's like the game just doesn't recognize that they exist. I think it's because they're not getting pre-loaded, but I don't know how to fix that.
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# ? Apr 17, 2013 17:04 |
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RiffRaff1138 posted:I tried to run Wages from Steam, but there's a few problems with it:
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# ? Apr 17, 2013 17:27 |
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Tecman posted:Weird, I went to test it out and the cutscene worked fine (when I was testing things I just skipped it, so I had to go and re-check), plus I was able to pick up and use the the flashlight just fine. Did you follow the instructions from this thread? The links are broken in the OP, you have to go to the last page to download them from a mirror. Same with the editor files, had to look up an alternative download source for 'em. I tried running it through the batch file, and it seems to work perfectly. Awesome!
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# ? Apr 17, 2013 18:18 |
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poo poo, I somehow missed both of these replies.The Kins posted:I've put a call out to the Doom community to see if there's any interest there. Should I just PM you if I find someone with the skills and interest, or is there a proper e-mail address I should point them to? Cat Mattress posted:How about getting in touch with the people over at GOG.com? They could help you with the Windows port, and it'd be on a better place than the Apple app store. I'm all for finding someone, but they need to understand this has to be a port of love and at the end of the day, they won't own a lick of code they wrote, and everything belongs to Bungie who can take it all away on a whim. Haveblue did all the work completely out of love, there's no compensation, so I can't imagine GOG being that interested in a product they can't sell. Also, and this isn't meant to offend GOG, but it's not really a valued site for Bungie (Ok I'm kind a speaking for them, but in a UNOFFICIAL CAPACITY, SO DON'T TAKE THIS AS ANYTHING BUT MY OPINION ON THIS). Getting on the Mac App Store put them back on Apple's radar which has become important to them for future projects now that they are not tied to Microsoft. So if anyone wants to help port this for the love of classic games, I'm willing to put in the effort to get this done. Also, drat there's a lot of IP infringement in the original SiN textures.
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# ? Apr 17, 2013 18:31 |
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Thanks to Tecman, you can now enjoy Sin as it was never meant to be played: with 32x CSAA, 8x SGSSAA, 16x AF, at a resolution my monitor can barely even display. Also I forgot how far ahead of the game Ritual were with implementing dynamic facial expressions: Galleries here: 1440p 1620p
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# ? Apr 17, 2013 20:34 |
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Okay, since it seems like Convex's computer didn't explode: Steam 1.12 patcher: sinsteampatcher.exe Retail 1.11 patcher: sinpatcher.exe (vanilla SiN!*) Updated the WSGF entry for the game here. Put the application into the folder where the game is installed (and where sin.exe is), run the application, type in the resolution you wish to enable and click Apply Resolution. That resolution will overwrite the built-in resolution of 1152x864 to whatever you specify. Once you select 1152x864 inside the game it will use the resolution you typed in instead. Set the FOV to your desired one by bringing up the console in-game (press the '~' key - the key above TAB) and typing fov 110 and hitting Enter for example. You can also edit the config.cfg file in \base\players\blade\ or \base\players\*yourprofilename*\ if you didn't use the default profile the game provides. It seems to work on pretty much every resolution so far. There is one issue though - the in-game computers won't show all of their screen, since this method cuts off the top and bottom of the screen. I dunno just how much this will affect the overall game or break anything crucial. Here's Convex's FOV table which he used to take the screenshots for the WSGF page: 4:3 - 83.58 16:10 - 94.01 16:9 - 100 21:9 - 115.63 If you get weird lag issues, you need to limit the FPS by setting cl_maxfps to a lower number than 1000 (the default) - either in console or .cfg file. 100-200 works fine for me. It seems Steam likes to stealth-undo the change. Either just re-apply the fix, or make a separate fixed sin.exe that's slightly renamed and use that to run the game instead. However, if you'll use the second method, you'll need to move steam.dll from the main Steam folder into the game's folder, and Steam won't show you playing the game on your profile & the overlay won't work. Turning off Automatic Updates may also help. Huge thanks to baldurk for answering my stupid coding questions and Convex for testing and creating the screenshots. * I don't know if installing retail Wages of Sin changes the executable or not. If it doesn't, the fix will work. If it does, I'll have to make a separate executable!
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# ? Apr 17, 2013 21:37 |
Guys Descent is so loving good. Great level design, great gunfeel (even the plain laser is fun as hell to use), and it looks drat pretty for a game that came out less than a year after Doom.
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# ? Apr 17, 2013 21:46 |
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I agree, Descent is loving good. When I played it, I thought I was going to have trouble because I wasn't sure how well I was going to handle the six degrees of freedom gameplay, but I handled it just fine, and fighting those loving robots in twisty, cramped corridors was awesome.
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# ? Apr 17, 2013 21:51 |
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Tecman posted:Okay, since it seems like Convex's computer didn't explode:
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# ? Apr 17, 2013 21:51 |
0 rows returned posted:I agree, Descent is loving good. When I played it, I thought I was going to have trouble because I wasn't sure how well I was going to handle the six degrees of freedom gameplay, but I handled it just fine, and fighting those loving robots in twisty, cramped corridors was awesome. Honestly, I'm just surprised at how loving pretty it is. It came out in 1994, so you'd expect it to look like System Shock or Terminator: Skynet, but it looks better than Quake even without DXX's graphical enhancements, and with them it looks somewhere between Q2 and Q3.
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# ? Apr 17, 2013 21:54 |
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It's got much simpler lighting than Quake, that's one reason they got away with it. I didn't like Descent 2 much when it came out, but it's grown on me. It has a lot of one-trick gimmicks, but most of those gimmicks are pretty fun, and the maps are enormous. Descent 3 I'd love to play again, but I'm not sure where my copy is or if I could get it to work.
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# ? Apr 17, 2013 22:00 |
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0 rows returned posted:I agree, Descent is loving good. When I played it, I thought I was going to have trouble because I wasn't sure how well I was going to handle the six degrees of freedom gameplay, but I handled it just fine, and fighting those loving robots in twisty, cramped corridors was awesome. I got to use one of those weird orb controllers to play Descent once. Now every other way to play it is ruined for me. Tecman posted:Okay, since it seems like Convex's computer didn't explode: Awesome, this works great!
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# ? Apr 17, 2013 22:08 |
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You can grab it for 10 bucks at gog Including the expansion. It was 5$ until yesterday but will be 5$ again if you are patient.
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# ? Apr 17, 2013 22:08 |
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haveblue posted:Descent 3 I'd love to play again, but I'm not sure where my copy is or if I could get it to work. I got my copy last summer at 7-11 for two dollars, a fact which I still haven't gotten over. It ran great on my PC, but I do remember having to dork around with the video settings to smooth some of the glitchiness out.
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# ? Apr 17, 2013 22:09 |
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I'm kind of tempted to try out Descent 3 again myself, I remember there being a lot of dumb gimmicky levels in it but being pretty good despite. The biggest problem with Descent 1/2 for me at this point is that it doesn't have as good of modern ports as the Doom engine does. There are the accurate ones that are solid, but they don't have proper modern mouselook. And there's D2-XL which does have mouselook, but is a buggy mess that introduces new bugs every other version and is kind of a pain to get configured properly.
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# ? Apr 17, 2013 22:10 |
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Gwyrgyn Blood posted:I'm kind of tempted to try out Descent 3 again myself, I remember there being a lot of dumb gimmicky levels in it but being pretty good despite. There were, but as with 2, they were pretty fun gimmicks and I appreciated that not every level was "get 1-3 keycards, blow up the reactor, run away". The only one that's really aggravating is near the end of the game where you have to find and kill ~20 robots in a huge twisty maze and there was a bug that broke the guidebot's ability to lead you to them. The next-generation engine also let them do fancy scripted stuff and give each mission a storyline, which helps a lot. haveblue fucked around with this message at 22:19 on Apr 17, 2013 |
# ? Apr 17, 2013 22:17 |
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haveblue posted:There were, but as with 2, they were pretty fun gimmicks and I appreciated that not every level was "get 1-3 keycards, blow up the reactor, run away". The only one that's really aggravating is near the end of the game where you have to find and kill ~20 robots in a huge twisty maze and there was a bug that broke the guidebot's ability to lead you to them. Yeah I think I remember that level and got stuck on it. I remember thinking an enemy must have clipped through a wall or something. I also remember there being one of those awful "subway" levels where you have to dodge trains while flying down the tracks and thinking that it was just so incredibly out of place in a Descent game. And there was some ridiculous part where you had to follow a set path through some columns, some sort of ancient space ship shrine or something, again it just felt super out of place. It felt like they wanted to cram a bunch of elements from other random FPSs into Descent.
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# ? Apr 17, 2013 22:20 |
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Gwyrgyn Blood posted:I'm kind of tempted to try out Descent 3 again myself, I remember there being a lot of dumb gimmicky levels in it but being pretty good despite. I keep a joystick around just so I can play Descent and Tie Fighter whenever the feeling grabs me. Come to think of it, I bought my first stick of my very own to play Descent. I never found playing it with a mouse to be workable at all, though I guess some are ok with it, somehow.
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# ? Apr 17, 2013 22:59 |
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# ? Jun 8, 2024 08:24 |
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I was a monster at Descent multiplayer. A monster that flew backwards while shooting my brother in the face through sprawling 3D mazes I knew like the palm of my hand. And all of that with keyboard controls only. I tried playing it recently and I can barely make it out of the first level on Hotshot difficulty. I feel old.
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# ? Apr 17, 2013 23:21 |