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Jblade posted:If you're looking to play some new Duke3D stuff, check out the newly released DukeHard episode made by the community (including me) It's set in a skyscraper with 17 levels by 15 different authors; the installation instructions are fairly easy to follow but you'll need Eduke32 to run it. It's pretty fantastic and the majority of levels are really well done. This is pretty great, but the movie theater level is really, really awful. (My apologies if that's the map you made!)
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# ? Jun 26, 2014 16:52 |
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# ? May 31, 2024 08:26 |
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Iron Crowned posted:I remember it being a big deal that I could use almost the highest settings on it. I did find it pretty boring even though I bought the expansion which I never finished. The gravity gun rip off was actually pretty fun to use. Grabbing imp fireballs out of the air and beaning them with it was neat (and I played RoE well after I payed Half-Life 2). The Kins posted:
Beautiful. I was waiting for the forums to come back for this thread.
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# ? Jun 26, 2014 16:59 |
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I really missed the forums because of some LP's I was following and this thread, the OP is basically the guide i give my friends when they want to play again old FPS. I'm glad it lives, again!
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# ? Jun 26, 2014 17:34 |
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catlord posted:The gravity gun rip off was actually pretty fun to use. Grabbing imp fireballs out of the air and beaning them with it was neat (and I played RoE well after I payed Half-Life 2). I mean, are all the video-game shotguns from 1994 and onwards just rip-offs of Doom (with the wimpy Doom 3 shotgun as an ironic exception), and are all sniper rifles just rip-offs of the highly satisfying Unreal implementation, or are they just part of the established FPS vernacular? Same goes for the gravity gun, now that it has been proven to be a fun gameplay tool. If anything, more games could use a gravity gun, imo, and the only (minor) question is how to justify its existence in the game world.
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# ? Jun 26, 2014 17:38 |
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I played Pirate Doom last week after reading about on RPS. Is it sacrilege to have enjoyed it so much more than vanilla Doom 2?Jblade posted:If you're looking to play some new Duke3D stuff, check out the newly released DukeHard episode made by the community (including me) It's set in a skyscraper with 17 levels by 15 different authors; the installation instructions are fairly easy to follow but you'll need Eduke32 to run it. It's pretty fantastic and the majority of levels are really well done.
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# ? Jun 26, 2014 18:18 |
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Tippis posted:At some point, you have to ask when something stops being a rip-off and just becomes a part of the convention. A well-executed copy of an great mechanic should perhaps rather be seen as a continuation of a excellent idea, and the RoE implementation worked perfectly with the game it was introduced to. Sure, the game didn't have HL2s physics puzzles, but on the other hand, HL2 didn't have nearly as much room for projectile Pong. I think it's sort of unusual to compare things like shotguns and sniper rifles, which are pretty normal weapons that already exist in reality, to a very unique and purpose-built utility like the Gravity Gun, around which half of HL2 was built. If every FPS since 1994 had a BFG analogue, though...
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# ? Jun 26, 2014 18:25 |
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I got Quake III Arena from the Steam sale, are there any good mods and do people still play it?
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# ? Jun 26, 2014 18:56 |
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RyokoTK posted:I think it's sort of unusual to compare things like shotguns and sniper rifles, which are pretty normal weapons that already exist in reality, to a very unique and purpose-built utility like the Gravity Gun, around which half of HL2 was built. If every FPS since 1994 had a BFG analogue, though... Sure, they might not be quite on the same scale, but still. It was just a long-winded way of asking exactly when something shifts from “rip-off” to “homage” to “convention.”
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# ? Jun 26, 2014 19:22 |
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Probably when it stops feeling so forced. To me, gravity gun mechanics feel kinda unnatural in games that aren't heavily puzzle-dependent (like HL2 kinda was). It feels like using status effects in an RPG: why take two steps to kill an enemy (pick up item, throw item) when I could do it in one (just shoot them with a normal gun)? So games with gravity guns have to kinda contrive situations to make the player use them, and that's where it feels forced to me. So a game like Doom ROE or Timesplitters 3, that are all about shooting mans, has no real need for a gravity gun and it just feels unnatural. eta: I guess a game like Bioshock did it pretty well, making Telekinesis a plasmid that you were never really required to use. It's powerful and cool, but after the one bit where you're forced to use it in Medical Pavilion, the game never calls attention to it again. It was just one tool in a wide arsenal of overall useless plasmids. (Actually Telekinesis is really really strong but whatever.) RyokoTK fucked around with this message at 19:34 on Jun 26, 2014 |
# ? Jun 26, 2014 19:29 |
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A Matrix-esque first-person shooter where you don't get a gun, but instead have to rely entirely on catching and reflecting enemy fire, might be interesting. I imagine it's been done somewhere before, although nothing immediately jumps to mind...
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# ? Jun 26, 2014 21:36 |
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Heads up that Summer Games Done Quick will be doing a speed run of Doom 64 in about 15 mins. Also there's a Heretic run for tomorrow I believe.
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# ? Jun 26, 2014 21:39 |
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mod sassinator posted:Heads up that Summer Games Done Quick will be doing a speed run of Doom 64 in about 15 mins. Also there's a Heretic run for tomorrow I believe. I also highly recommened catching the 100% Quake run by CubeFace. I've watched him practice it and it is insane.
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# ? Jun 26, 2014 21:42 |
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Zeether posted:I got Quake III Arena from the Steam sale, are there any good mods and do people still play it? CPMA (Challenge ProMode Arena) is pretty much the gold standard tournament mod. If there's a Q3 tournament or competition going on, odds are they'll be using CPMA. OSP is kinda like CPMA, but not quite. Also very popular for tournament play. Rocket Arena 3 is another awesome mod. It turns deathmatch on its head by having you start with literally everything, but removing all pickups. Generations Arena lets you play as the protagonists from the previous id Software games, so you can deathmatch as Doomguy against Q1 Rangers and Q2 Marines and so on. Threewave CTF is pretty much the standard CTF mod. I used to play a mod where you couldn't damage anyone directly, only knock them around. The objective was to knock people off the map and kill them that way. Because there was no direct damage, you could rocket jump everywhere all the time, it was extremely chaotic. I think it was Q3KnockOut, but I'm not 100% sure.
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# ? Jun 26, 2014 22:24 |
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Chinese Tony Danza posted:This is pretty great, but the movie theater level is really, really awful. (My apologies if that's the map you made!) If there's any problems or issues you guys have, let me know and I can pass it on to the other mappers in the episode since at least one patch is planned.
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# ? Jun 26, 2014 22:24 |
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Is there a mod or launcher for Quake 3 that replaces the god awful menu system it has? I'm sure it was slick when it came out but dear god has the frontend aged poorly. (Of course, if I'm complaining about something as trivial as the menu system, the game itself clearly has)
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# ? Jun 26, 2014 22:37 |
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RyokoTK posted:Probably when it stops feeling so forced. To me, gravity gun mechanics feel kinda unnatural in games that aren't heavily puzzle-dependent (like HL2 kinda was). It feels like using status effects in an RPG: why take two steps to kill an enemy (pick up item, throw item) when I could do it in one (just shoot them with a normal gun)? So games with gravity guns have to kinda contrive situations to make the player use them, and that's where it feels forced to me. So a game like Doom ROE or Timesplitters 3, that are all about shooting mans, has no real need for a gravity gun and it just feels unnatural. It's not an FPS, but the Dead Space games use telekinesis really well. It's overpowered as gently caress in 2, but it's nicely balanced in 3. You can rip spikes off enemies and throw them at others, throw exploding things, rip supporting beams off furniture, etc.
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# ? Jun 26, 2014 22:51 |
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Keiya posted:Is there a mod or launcher for Quake 3 that replaces the god awful menu system it has? I'm sure it was slick when it came out but dear god has the frontend aged poorly. Uh, I think I remember launching it with quakeworld or gamespy back in the day, booting right into the blue console and loading multiplayer. But that was a loooong time ago, so I could be imagining things. And thing is gamespy's dead now, so... I've got nothing.
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# ? Jun 27, 2014 22:22 |
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Keiya posted:Is there a mod or launcher for Quake 3 that replaces the god awful menu system it has? I'm sure it was slick when it came out but dear god has the frontend aged poorly. Nothing amazing that I know of. I remember an "Advanced UI mod" that fiddled with a few things, but I don't know if there's a release of it that works with the current Q3 version. The CPMA UI is a bit better than vanilla. ( http://playmorepromode.org/ ) Or if you'd like just a bit of improvement for the skirmish maps menu, this little mod of mine works with the current Q3 version: http://neogeographica.com/site/pages/mods/moremaps.html
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# ? Jun 28, 2014 05:54 |
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Is there a mod that allows you to filter out servers running bots on Quake 3? It seems like nearly every drat server I get on, the numbers are artificially pumped up with bots.
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# ? Jun 28, 2014 14:09 |
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Does anyone actually play Quake 3 still? I would have assumed the community moved on to Quake Live.
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# ? Jun 28, 2014 14:21 |
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I'd expect everyone who does is playing CPMA or similar mods.
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# ? Jun 28, 2014 14:26 |
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JackMackerel posted:Is there a mod that allows you to filter out servers running bots on Quake 3? It seems like nearly every drat server I get on, the numbers are artificially pumped up with bots. They're not artificially pumping up the numbers, most of the server owners and players enuinely enjoy having full-map matches even when most of the time it'll be against bots.
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# ? Jun 28, 2014 16:32 |
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Where's a place that I can get the Threewave stuff? (Quake 3) The things I find on Google either seem to be outdated or really untrustworthy, and the links in the OP are broken.
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# ? Jun 28, 2014 16:41 |
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Here's one place: http://eclecticmenagerie.com/downloads/q3maps/jlctf3/threewave17.zip There's also this, which I haven't used but might be nice for Team Arena owners: http://lvlworld.com/review/id:2233 ========== Edit: another place to get 3wave 1.7 that doesn't rely on my hosting is GameFront ( http://www.gamefront.com/files/listing/pub2/Quake_3_Arena/Modifications/threewavectf ). You can get the full 1.6 release and then the 1.7 patch. The 1.6 release available there is an executable installer tho. JLaw fucked around with this message at 01:23 on Jun 29, 2014 |
# ? Jun 29, 2014 00:50 |
So has there been any new word on the second installment of the Back To Saturn X series? I remember some picture circulating a while back that appeared to be a change in scenery (castles, I think?). EsselFortium? Do you think you can just dally around and there won't be repercussions?
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# ? Jun 29, 2014 03:41 |
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Castles would be amusing because I would probably use Project MSX with BtSX 2. They just go together.
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# ? Jun 29, 2014 09:02 |
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Cream-of-Plenty posted:So has there been any new word on the second installment of the Back To Saturn X series? I remember some picture circulating a while back that appeared to be a change in scenery (castles, I think?). EsselFortium? Do you think you can just dally around and there won't be repercussions? dobu gabu maru broke the news in the Doomworld Megawad Club thread here, from what I understand the street date is basically the end of august if everything comes together
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# ? Jul 1, 2014 04:11 |
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Trying to refresh some late '90s memories, I've found a copy of Turok (the 1997 one) on an auction site. Decided to grab the magazine coverdisks from the time to check the demo out, and boy this game dated so much. The textures and models are plain horrible, everything looks like it's glitching out (except the animals, which look quite nice for the time). I remember reading incredibly hyped reviews at the time, noting that Turok is the new standard and an absolute state of art of FPP games. Welp, Q2 came very soon after PC release of The Dinosaur Hunter, and sure enough no one gave a crap later about the series, except maybe the sequel which was kinda better than the original. And yet, I bought that copy of the net. I'm irredeemable.
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# ? Jul 1, 2014 19:23 |
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To be fair, it's way more famous on the N64 for being the other decent FPS.
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# ? Jul 1, 2014 19:27 |
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I don't know why but playing Turok on the PC always gave me ridiculous vertigo. I never experienced that before with any other FPS.
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# ? Jul 1, 2014 19:47 |
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laserghost posted:Trying to refresh some late '90s memories, I've found a copy of Turok (the 1997 one) on an auction site. Decided to grab the magazine coverdisks from the time to check the demo out, and boy this game dated so much. The textures and models are plain horrible, everything looks like it's glitching out (except the animals, which look quite nice for the time). I remember reading incredibly hyped reviews at the time, noting that Turok is the new standard and an absolute state of art of FPP games. Welp, Q2 came very soon after PC release of The Dinosaur Hunter, and sure enough no one gave a crap later about the series, except maybe the sequel which was kinda better than the original. Kinda better? Turok 2 was pretty loving good. I mean, maybe it doesn't stand the test of time the same way Doom does, but it was absolutely A Good Game. eta: BEWAREOBLIVIONISATHAND
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# ? Jul 1, 2014 19:57 |
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Turok 2 was the one with the.. uh, cerebral bore? Right? Also chalk me up as another "I played it on the N64 alongside Goldeneye and loved them both." fan.
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# ? Jul 1, 2014 21:40 |
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laserghost posted:Trying to refresh some late '90s memories, I've found a copy of Turok (the 1997 one) on an auction site. Decided to grab the magazine coverdisks from the time to check the demo out, and boy this game dated so much. The textures and models are plain horrible, everything looks like it's glitching out (except the animals, which look quite nice for the time). I remember reading incredibly hyped reviews at the time, noting that Turok is the new standard and an absolute state of art of FPP games. Welp, Q2 came very soon after PC release of The Dinosaur Hunter, and sure enough no one gave a crap later about the series, except maybe the sequel which was kinda better than the original. Yo the problem is that you're playing the PC port of Turok: Dinosaur Hunter which is pretty much unanimously considered total garbage compared to the still-awesome-and-will-always-be-awesome N64 version hth EDIT: Hey the Doom64 EX guy wrote an update on his Turok engine that I somehow missed last month! The screenshots look incredibly sexy, but I really wish he'd focus on getting it functional before fiddling with the fancy graphical enhancements. Mak0rz fucked around with this message at 22:05 on Jul 1, 2014 |
# ? Jul 1, 2014 21:58 |
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All I remember of Turok on N64 was that none of the control styles were fun to use.
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# ? Jul 1, 2014 22:06 |
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Thyrork posted:Turok 2 was the one with the.. uh, cerebral bore? Right? Yes it was, AKA one of the best video game weapons ever made. Also the levels were really really cool and I liked how you found talismans and cool weapons to progress further into the earlier levels. It was a great game that was really held back by the N64 hardware.
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# ? Jul 1, 2014 22:08 |
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Turok 2 had the cerebral bore, yes. Wonderfully horrible weapon. Also, disagree with the level design, it was confusing as all hell with those teleports and switches doing whatever somewhere else in the stage. About the N64 version, I remember playing some Turok game on this system, but it was some kind of arena deathmatch thing? With small levels and bunch of enemies spawning in? Checking Wikipedia, apparently it's Rage Wars: http://en.wikipedia.org/wiki/Turok:_Rage_Wars anyone played that? Still, the PC version of Turok was instrumental to introduce PC gamers to Voodoo graphics accelarators, along GLQuake, Incoming, G-Police and some more PSX/N64 ports. By the mid-98 everything was going full hardware 3D, and at least for me, Turok was the sad symbol of changing times, when my powerful Pentium 133mhz just couldn't run it.
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# ? Jul 1, 2014 22:10 |
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Nintendo Kid posted:All I remember of Turok on N64 was that none of the control styles were fun to use. I can understand the sentiment, but the console only had a single analog stick. Given the choice between analog aiming and analog movement in a FPS game with modest auto-aim and heavy platforming, I'll always pick the former. Rare made a more comfortable control scheme that worked fine for Goldeneye and Perfect Dark, but I have a feeling the exact same control style would be frustrating to use if the games played more like Turok 1 and 2. Mak0rz fucked around with this message at 22:14 on Jul 1, 2014 |
# ? Jul 1, 2014 22:11 |
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laserghost posted:Turok 2 had the cerebral bore, yes. Wonderfully horrible weapon. I played Rage Wars, and Turok 3, both because as a teenager I really liked Turok 2. Turok 3 wasn't bad but it was nowhere near as charming or cool as Turok 2. Rage Wars was terrible and retarded, it was definitely a lousy Unreal Tournament knockoff.
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# ? Jul 1, 2014 22:13 |
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And what about (I know we're leaving the "early" part of FPS history now) Turok: Evolution? Remember seeing it in the magazines (one even had the review of PC version, which was never commercially released where I live). Oh, and the horrible reboot, of which I got the boxed copy for free some months after the release, played exactly once and gave to my friend. That TurokEX thing looks great, but will it be only for the console version? No chance for modern patch for the PC one?
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# ? Jul 1, 2014 22:19 |
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# ? May 31, 2024 08:26 |
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Mak0rz posted:I can understand the sentiment, but the console only had a single analog stick. Given the choice between analog aiming and analog movement in a FPS game with modest auto-aim and heavy platforming, I'll always pick the former. Rare made a more comfortable control scheme that worked fine for Goldeneye and Perfect Dark, but I have a feeling the exact same control style would be frustrating to use if the games played more like Turok 1 and 2. It only had one analog stick, it still doesn't excuse it lacking any control styles as nice as in Goldeneye/Perfect Dark.
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# ? Jul 1, 2014 22:32 |