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Zedsdeadbaby posted:Quake 2 on the PS1 is a pretty good technical achievement too. They rejigged some layouts to fit the architecture of the console, but didn't diminish the quality at all. Duke 3D for the Saturn also supports this control scheme, along with the even rarer Saturn keyboard!
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# ? Dec 17, 2014 21:08 |
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# ? Jun 5, 2024 18:50 |
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Rupert Buttermilk posted:I love E1M1 in Quake so much Go on...
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# ? Dec 17, 2014 21:45 |
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Zaphod42 posted:Go on... It's one of, if not the best starting levels in any video game. I love how it's built, I love the secrets, how it's kind of a loop. It's a great deathmatch level, too. Then again, I always loved single player maps turned into deathmatch levels; outside of UT/UT2K4, I'm not a fan of 'built-for-multiplayer' maps.
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# ? Dec 17, 2014 21:57 |
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Rupert Buttermilk posted:It's one of, if not the best starting levels in any video game. I love how it's built, I love the secrets, how it's kind of a loop. It's a great deathmatch level, too. Then again, I always loved single player maps turned into deathmatch levels; outside of UT/UT2K4, I'm not a fan of 'built-for-multiplayer' maps. Oh yeah its a decent level. For some reason I forgot the Quake maps were also divided by episodes, when you said E1M1 I assumed you meant Doom E1M1 and that somebody had ported it to Quake, so I was like oh hey, where can I get this Knee Deep pack for Quake? Quake E1M1 never seemed as great as Doom's E1M1 or even Doom 2's Map01 to me. poo poo I need to play through the full campaign of Quake again now that I think about it. Haven't done it all the way through since I was a kid.
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# ? Dec 17, 2014 23:08 |
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I have more of a soft spot for Start.bsp. There aren't any enemies, but it's a fun and relatively safe space to get used to the controls and has some interesting secrets. Being able to select your difficulty by walking through a portal is cool as poo poo. Plus, it's hilarious to play in DM. If you have a lot of bots or players in it, the map starts out with a giant chain of telefrags that lasts for two or so minutes.
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# ? Dec 18, 2014 00:13 |
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ToxicFrog posted:Serious question: is there any game, FPS or not, that had good sewer levels? I can think of a lot where they were complete poo poo, and a few where they were merely boring and blandly inoffensive, but none where they were actually good. Project Totengraeber, a Wolfenstein 3D TC had good sewer levels but they were just regular Wolf3D levels but yellower.
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# ? Dec 18, 2014 03:32 |
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closeted republican posted:I have more of a soft spot for Start.bsp. There aren't any enemies, but it's a fun and relatively safe space to get used to the controls and has some interesting secrets. Being able to select your difficulty by walking through a portal is cool as poo poo. Having Nightmare difficulty be hidden in a secret is the reason why this map is cool.
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# ? Dec 18, 2014 05:24 |
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So this is gonna sound kind of weird, but I've mostly stopped killing people in Jedi Outcast. Once I discovered that an enemy disarmed by force pull just throws his hands up in surrender, I sort of lost the will to butcher these idiot stormtroopers en masse. The constant conversations you hear them having don't help, either. I'm not sure why they put those in at all, because when I'm riding a lift and I hear a stormtrooper talking to his commander saying that he's never fired his blaster at another person I feel like a dick for running in there at 400% speed and slicing his arm off. Also, having a hangar bay full of stormtroopers just gasping and shouting in fear and running around aimlessly is really funny to me. Sometimes they even do these little backrolls away from me! This is how I discovered that NPCs can apparently pick up medkits if they touch them. Geight fucked around with this message at 05:39 on Dec 18, 2014 |
# ? Dec 18, 2014 05:36 |
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The NPC's can also pick up guns that are on the ground, so make sure you dump some of that blaster ammo into the wall. Also once you hit 3-4 pull you'll end up killing the stormtroopers by bashing their brains against the wall or floor anyway.
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# ? Dec 18, 2014 05:50 |
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Angry_Ed posted:I dunno. I remember Descent running smooth as silk on my family's IBM Aptiva back in the day, and it only had a 75 MHz processor. A lot of people had 33 MHz 486s when Descent 1 was released, and it really didn't run smooth as silk on that.
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# ? Dec 18, 2014 11:09 |
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I had an AMD 386 and I don't remember framerate issues with the Descent and Descent 2 demos.
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# ? Dec 18, 2014 12:26 |
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My old AMD 386-40mhz thing ran Descent OK, had to turn the detail down a little but it was smooth enough.
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# ? Dec 18, 2014 13:01 |
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Fair enough, and my memory may be hazy. We had a 33 MHz 486/SX with 4 MB of RAM, and I seemed to remember Descent running not that great on that until we upgraded to a 66 MHz DX2.
Zat fucked around with this message at 13:13 on Dec 18, 2014 |
# ? Dec 18, 2014 13:05 |
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Zat posted:Fair enough, and my memory may be hazy. We had a 33 MHz 486/DX2 with 4 MB of RAM, and I seemed to remember Descent running not that great on that until we upgraded to a 66MHz DX2. Those old AMD 386s were pretty competitive CPUs for their time, as I recall.
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# ? Dec 18, 2014 13:06 |
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I had the true superior processor, a Cyrix.
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# ? Dec 18, 2014 13:38 |
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A Fancy 400 lbs posted:I had the true superior processor, a Cyrix. I had a Cyrix MII 233MHz that we got in maybe 1995 or so. I didn't upgrade from that until..just before Unreal 2 came out? I still used that piece of poo poo (and a Voodoo 4 on a 2x AGP bus) to play UT99 and Q3A at loving 320x240, maybe 10fps if I was lucky.
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# ? Dec 18, 2014 14:00 |
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Elliotw2 posted:The NPC's can also pick up guns that are on the ground, so make sure you dump some of that blaster ammo into the wall. Also once you hit 3-4 pull you'll end up killing the stormtroopers by bashing their brains against the wall or floor anyway. Yeah I've got it down pretty well now, fire a few shots into the air as I force pull, so most of the time I grab their gun before it hits the ground and nobody has to get hurt.
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# ? Dec 18, 2014 19:36 |
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So, this looks like fun: https://www.youtube.com/watch?v=daUEA4024yI I'd love a huge, definitive list of every FPS that has (worthwhile) remakes of Goldeneye levels made for them.
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# ? Dec 18, 2014 19:41 |
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Half Life 2 has a mod that is literally Goldeneye, if that counts.
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# ? Dec 18, 2014 19:53 |
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Elliotw2 posted:Half Life 2 has a mod that is literally Goldeneye, if that counts. Oh, I know. Looks fun.
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# ? Dec 18, 2014 20:03 |
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I recreated the facility multiplayer map in Active Worlds long ago, does that count? It had a simple script where clicking on an avatar caused it to respawn.
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# ? Dec 18, 2014 21:01 |
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I hate that someone (I think it was Nintendo) stopped the Xbox360 arcade release of Goldeneye.
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# ? Dec 18, 2014 21:04 |
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Guillermus posted:I hate that someone (I think it was Nintendo) stopped the Xbox360 arcade release of Goldeneye. When you really think about it, the Perfect Dark XBLA release is just as good. My two problems with the original were low-framerate and no online multiplayer, being an N64 game and all. This release takes care of both of those things
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# ? Dec 18, 2014 21:21 |
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I remember thinking that GoldenEye hadn't held up well in 2001ish. Can't imagine what it feels like now.
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# ? Dec 18, 2014 21:34 |
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Once again, everyone always forgets Jet Force Gemini.
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# ? Dec 18, 2014 21:41 |
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Elliotw2 posted:Half Life 2 has a mod that is literally Goldeneye, if that counts. Isn't that multiplayer only? Or did they finally get around to implementing singleplayer? I still want a PC version of Perfect Dark, I always liked it a lot more than Goldeneye and playing it in emulation is pretty awkward.
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# ? Dec 18, 2014 21:46 |
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A Fancy 400 lbs posted:Once again, everyone always forgets Jet Force Gemini.
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# ? Dec 18, 2014 22:08 |
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ToxicFrog posted:Isn't that multiplayer only? Or did they finally get around to implementing singleplayer? Perfect Dark was fun. Jo's original design was so much better than her PD0 design. Though if you dyed her PD0 hair back to the more muted orange-brown of her original look it'd be fine.
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# ? Dec 19, 2014 00:14 |
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ToxicFrog posted:Isn't that multiplayer only? Or did they finally get around to implementing singleplayer? Perfect Dark works perfectly on the 360, and if you emulate it, use the two controller/dpad move scheme. You can just set it up like a modern controller scheme. Goldeneye Source is multiplayer only though, as far as I know.
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# ? Dec 19, 2014 01:00 |
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I don't have a 360, and no real interest in getting one just to play Perfect Dark. And the main reason I want PD on PC is so that I can play it with mouselook, which PJ64 doesn't get you no matter how much fiddling with controls you do. Having something that Just Works rather than needing an hour of loving around with plugin configuration would be a secondary benefit.
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# ? Dec 19, 2014 02:13 |
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I actually didn't sit down and play all the way through Goldeneye until 2008 or so. Up until then, I'd thought it a game that had aged really badly. Then I discovered there was a C-buttons-move, analog-aims control scheme that kinda-sorta worked about as well as modern control schemes (albeit southpaw, since movement is right hand and aiming is left), and just played through the whole game on Agent like that. Played that way, it's actually not too bad! I can't imagine higher difficulty levels would hold up quite as well, but on Agent, where you can almost just barge through it like it was a then-traditional FPS, it's good mindless fun. Didn't care as much for Perfect Dark, however. It had a lot of instant-fail-gotta-restart-the-entire-stage stealth segments, which I'm already not a huge fan of, but then they're also in areas that I'd never seen before, nor had the time to come to grips with as it liked to slap arbitrary time limits to said segments as well. One mission in Area 51 stands out as the most egregious case of this, as after escorting a bomb to a weak wall (which you have to be careful with, as enemy guards can detonate it and if it blows up prematurely you can't finish the mission), you then have to rush to Elvis's rescue in a room you won't know the exact location of your first time through while in a disguise that has a not-terribly-forgiving time limit to its effectiveness (and if it expires, once again, can't finish the mission, start 'er over). Had to do that mission so many times. I'd probably be more forgiving toward all that trial-and-error if I had access to quicksaves like I do with most FPS titles (or poo poo, even checkpoints would've been nice - I don't believe Perfect Dark has any), but wasting time doing the same section over and over again because I couldn't possibly be expected to know exactly what to do my first try... eh. Multiplayer, though? Perfect Dark, no questions asked.
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# ? Dec 19, 2014 04:37 |
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Goldeneye's best normal control scheme is Solitare, which is Dpad move, joystick aim. PD also has this scheme if you have to play the N64 version.
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# ? Dec 19, 2014 04:44 |
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Guillermus posted:I hate that someone (I think it was Nintendo) stopped the Xbox360 arcade release of Goldeneye. Yes. Microsoft + Rare, the people who own James Bond, and the then current owners of the Bond game license at the time (I think it was EA) had allll agreed on the rights and release for Goldeneye 007 to be ported to 360 and offered Nintendo massive royalties on the release with Nintendo not having to pay a cent. Nintendo refused to sign on, preventing the release.
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# ? Dec 19, 2014 06:00 |
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Daiaktana 1.3 received a small update that fixes a bug with the HUD's weapon screen. You can pick it up here. Also, you can pick up DK for a cool $1.74 on Steam if you want to satisfy your morbid curiosity. If you actually want to make it a good game, follow these guides.
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# ? Dec 19, 2014 06:47 |
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ToxicFrog posted:And the main reason I want PD on PC is so that I can play it with mouselook, which PJ64 doesn't get you no matter how much fiddling with controls you do. Having something that Just Works rather than needing an hour of loving around with plugin configuration would be a secondary benefit. I haven't seen that plugin again in years so I suspect it was a failed experiment.
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# ? Dec 19, 2014 08:18 |
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never actually played Daikatana before, do you have to set processor affinity if you're using the 1.3 fan patch?
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# ? Dec 19, 2014 13:50 |
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Reive posted:never actually played Daikatana before, do you have to set processor affinity if you're using the 1.3 fan patch? I haven't had to.
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# ? Dec 19, 2014 19:13 |
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Elliotw2 posted:Goldeneye's best normal control scheme is Solitare, which is Dpad move, joystick aim. PD also has this scheme if you have to play the N64 version. Nintendo probably should've put two buttons on the left side of the controller, thinking about it. But, ah well, that's practically 20-year-old history at this point (also: Jesus Christ, the N64 is almost 20 years old).
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# ? Dec 20, 2014 06:27 |
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The Kins posted:I once tried a controller plugin for Project64 that tried shoehorning m+kb controls into Goldeneye and some other games like Turok. It worked better than you'd expect, but not nearly as well as native ports since you're effectively still manipulating the analog stick, so there's still a limit to how fast you can turn. You haven't seen it because these days those features are built into the standard controller plugin (plugins?). There's options you can set for wiring up the mouse to the analog stick in various ways. It's better than playing with an actual stick but not nearly as good as real mouselook.
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# ? Dec 20, 2014 06:46 |
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# ? Jun 5, 2024 18:50 |
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There were a few games that let you use dual-analogue controls by holding a controller in each hand: Goldeneye, PD, the Star Wars pod racer game, Robotron... one of the Turok games, maybe?
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# ? Dec 20, 2014 06:55 |