|
The Hexen series has a cool idea, but it was ruined by making you go on an endless item and switch hunt instead of actually exploring and having good fights. I simply don't have the patience to zip around maps and find the one hallway that opened up in the middle of a map that's on the other side of a hub that is somewhat large in itself. Endless item and switch hunts also make it feel like you aren't actually doing anything in the game. Instead of being the hero that's taking down a skull-monster man or giant red demon, you're a shirtless and 'roid-abusing weirdo that has an insatiable need to pull every switch and collect every worthless trinket he finds because of a crippling case of OCD before eventually running into an evil overlord and killing him because he's interrupting your switch-pulling and item-collecting marathon.
|
# ? Jan 10, 2015 00:11 |
|
|
# ? May 19, 2024 04:01 |
Other people have already said it, but the biggest sin for Hexen/Hexen II in my eyes was the fairly limited arsenal per class. It doesn't really matter to me that there are 16 weapons in the game if I can only ever use a quarter of them at any given time, and most of them are boring as poo poo.
|
|
# ? Jan 10, 2015 00:57 |
|
I could never get too into Hexen, but it wasn't the labyrinthine level design which got me (although that did wear thin). It was the weapon limit. Classes are loving awesome in an FPS, but an FPS with only 3 weapons is super weaksauce. They should have given you the other class' weapons later on, but made them use more ammo/mana or make them do less damage or something. As-is, its just way too little variety for me to get excited about shooting mans with. Heretic though, that was my jam. I was really into LOTR and fantasy stuff, and then Doom came out and it was brilliant, but my old man wouldn't let me play. (Played it at a friend's house, of course) But I think somehow heretic flew under the radar, I guess it wasn't making headlines at the time. So I played a ton of that. It didn't really occur to me at the time how much Heretic really was just a pure reskin of doom, (while hexen is more its own beast) but maybe that's why its better.
|
# ? Jan 10, 2015 01:00 |
|
Wrath of Cronos hugely improves Hexen's gameplay and it's really good http://zandronum.com/forum/showthread.php?tid=1224 Slogging through maps isn't so bad when the shooting part isn't dull as hell
|
# ? Jan 10, 2015 01:24 |
|
see you tomorrow posted:Wrath of Cronos hugely improves Hexen's gameplay and it's really good http://zandronum.com/forum/showthread.php?tid=1224 Does it help you figure where the goddamn switch you need to find is? I liked Heretic but not as much as Doom for whatever reason.
|
# ? Jan 10, 2015 02:20 |
|
I'm gonna be controversial and say that Daikatana episode 3 is a better Hexen game than Hexen 1 or 2.
|
# ? Jan 10, 2015 03:19 |
|
see you tomorrow posted:Wrath of Cronos hugely improves Hexen's gameplay and it's really good http://zandronum.com/forum/showthread.php?tid=1224 WoC is super loving cool and I highly recommend it.
|
# ? Jan 10, 2015 03:37 |
|
I tried playing Scythe 2 with that mod. I didn't get very far
|
# ? Jan 10, 2015 03:41 |
|
Honestly Strife feels like a better Hexen game than Hexen - it does the open world thing Hexen was trying for without getting too wrapped up in its own switch hunts (what hunts are present are generally contained to the stage they're found in). Granted, if you were looking for a pure fantasy setting, Strife's mixed medieval-sci-fi probably won't scratch that itch much. Also, the idea of science-fiction fantasy is pretty great. Guy decked out with state-of-the-art, futuristic assault armor, a visored helmet and plasma swords a-plenty gets stuck in a medieval world with dragons and wizards and decides to show the 1000s how the 2300s does things? Yes please.
|
# ? Jan 10, 2015 03:59 |
|
Elliotw2 posted:I'm gonna be controversial and say that Daikatana episode 3 is a better Hexen game than Hexen 1 or 2. I agree with you. Daikatana episodes 2 and 3 are what I've always wanted from Hexen; action-filled romps through ancient worlds. They're a lot more straightforward that Hexen ever could be. The item hunt near the end of Episode 2, even though it could've been communicated a lot better before reaching the gates and has the dumb piece in the spider-shaped water, is how an item-hunt should've been done; each of the items you need are in self-contained puzzles you can clearly tell apart. DK episode 3 takes Hexen's art style and uses it to make cool and action-filled levels instead of using it as a backdrop for dumbshit switch and item hunts. E3's music really fits the Hexen style a more more than Hexen's MIDIs ever did. Of course, to really get the Hexen feel, you need to disable the side-kicks. After playing Daikatana SP without sidekicks, I consider Daikatana to be what Hexen should've been, but with the unfortunate mistake of being sandwiched in-between two bad sci-fi games (Episodes 1 and 4).
|
# ? Jan 10, 2015 06:10 |
|
Just stumbled upon this, for any coders interested in how early FPS works. It's a 265 line raycaster project in javascript. http://www.playfuljs.com/a-first-person-engine-in-265-lines/ People have also translated to python and other languages. I'm gonna try it on my raspberry pi.
|
# ? Jan 10, 2015 11:43 |
|
EvilGenius posted:Just stumbled upon this, for any coders interested in how early FPS works. It's a 265 line raycaster project in javascript. Neat, I've kind of wanted to hit the Wolfenstein 3D source and add stuff to it because I understand how the algorithm works but the code is crusty. Maybe I'll do something with that when I have more time.
|
# ? Jan 10, 2015 11:48 |
|
EvilGenius posted:I'm gonna try it on my raspberry pi. Let me know how this works out. Been looking for a reason to buy a pi for awhile now and making my own Wolf3D clone for a custom built computer sounds like a really fun project.
|
# ? Jan 10, 2015 20:21 |
|
EvilGenius posted:Just stumbled upon this, for any coders interested in how early FPS works. It's a 265 line raycaster project in javascript. Cool. I know it was simple to do this but the code available is all ancient and terrible.
|
# ? Jan 10, 2015 20:42 |
|
Well, this popped up on the GOG forums. A bunch of stuff from the cancelled Blood 2 expansion? A lot of it looks to be in various formats for the engine or the editor or whatever to handle, but there's a few things you can open up ad check out without it. I haven't looked too deeply into it yet though.
|
# ? Jan 11, 2015 02:31 |
|
Luigi Thirty posted:I liked Heretic but not as much as Doom for whatever reason. I don't really like any games as much as I like Doom.
|
# ? Jan 11, 2015 05:48 |
|
Zedsdeadbaby posted:I don't really like any games as much as I like Doom. The only game that could possibly be considered better than Doom is Doom II. That said, I've been waiting patiently for Brutal Doom v20 to be released. It's supposed to be Freedoom compatible, too. (And no, I don't think Freedoom works as a Doom/2 replacement yet as you can't even complete all the maps in phase 1 or 2.) edit: I know this is kinda not in the theme of the thread, but I actually like Doom, The Roguelike. It's like Doom and nethack had a baby. lurker1981 fucked around with this message at 20:11 on Jan 11, 2015 |
# ? Jan 11, 2015 06:01 |
|
I don't really consider Doom and Doom 2 as separate games. I don't even really think of them as standalone games, period. More like... game platforms, to make / play your own WADs on. Like when you install Microsoft Office, and it has sample files you can look at as examples, but you're not supposed to actually USE them.
|
# ? Jan 11, 2015 06:11 |
|
Linguica posted:I don't really consider Doom and Doom 2 as separate games. It's a game in the sense that like, GURPS is a "game".
|
# ? Jan 11, 2015 06:16 |
|
Alain Post posted:It's a game in the sense that like, GURPS is a "game".
|
# ? Jan 11, 2015 06:18 |
|
EvilGenius posted:Just stumbled upon this, for any coders interested in how early FPS works. It's a 265 line raycaster project in javascript. Psh I wrote my own raycaster years ago with nothing more than a basic description of the concepts and the math. They're not that complicated. Although I never got around to fixing that bug with the floor/ceiling texture mapping...
|
# ? Jan 11, 2015 07:01 |
|
Zaphod42 posted:Psh I wrote my own raycaster years ago with nothing more than a basic description of the concepts and the math. They're not that complicated. Show off. I'd always wanted to write a software renderer of some description, but all the examples I could find on-line for coding FPS style images just used Open GL, etc. I found plenty of (I.e. the same copy and pasted) descriptions of raycasting, but they were too high-level to translate into code (perhaps not in hindsite, if I'd sat down and really thought about it). I think the first thing I'll do with the project is come up with an easy way to populate the map array, starting with a 2 colour bitmap so I can just draw it. Another cool project I thought of doing was coding this using VBA in Excel. Just so you could use sheet 2 to define the map! EvilGenius fucked around with this message at 09:05 on Jan 11, 2015 |
# ? Jan 11, 2015 08:57 |
|
EvilGenius posted:Just stumbled upon this, for any coders interested in how early FPS works. It's a 265 line raycaster project in javascript. quote:a technique called raycasting. You may have seen it before in games like Daggerfall and Duke Nukem 3D
|
# ? Jan 11, 2015 10:40 |
|
Every time I see "raycasting" I always mentally split the two words and imagine some rad-rear end sci-fi wizard who conjures up CRT-displayed images. Which I suppose isn't actually that far from how Carmack made things.
|
# ? Jan 11, 2015 11:30 |
|
He made things using diet coke and pizza. His true fuel to do all these games back in the days.
|
# ? Jan 11, 2015 11:59 |
|
lurker1981 posted:The only game that could possibly be considered better than Doom is Doom II. Yeah BD2.0 is supposed to be out this month. It'll be interesting to see the changes. From the looks of things the weapon feedbacks got overhauled which is what I'm curious about the most.
|
# ? Jan 12, 2015 03:09 |
|
Zedsdeadbaby posted:Yeah BD2.0 is supposed to be out this month. It'll be interesting to see the changes. From the looks of things the weapon feedbacks got overhauled which is what I'm curious about the most. I hope this time there is a mutator that allows you to get rid of recoil. That was actually far more annoying for me than the removal of the "auto-aim" feature, which kinda makes sense in the BD world since there is now more than one way for an enemy to die. I played a "demo" version of BD 2.0 that I found on best-ever.org 10-15 days ago, and it seems like it's really more like a much more polished version of BD 1.9 rather than a complete overhaul. It also seems to completely replace the sprites for the monsters (it uses the Doom/2 spritesheets as a base, more or less), which makes it usable in Freedoom. Actually, when it finally gets released, you could probably use Brutal Doom in combination with OBLIGE (random level generator) and Freedoom, and essentially have a more or less "complete" game. And it would be 100% free, too. VVVVV - That's why I like OBLIGE. You can quickly churn out a full mapset for Doom 1/2, set the room size to "Tiny", and you won't play any particular map for long enough to get bored with it. Brutal Doom helps a lot with that, too, because it really does get monotonous when you are killing the same zombie 500 times, and they die the exact same way 500 times in a row. As another poster said, Doom works great as a base game to add onto, but after 20 years, it just doesn't quite have all the magic that it used to. That said, it's still my favorite FPS, and I always find myself returning to it every now and then. lurker1981 fucked around with this message at 03:30 on Jan 12, 2015 |
# ? Jan 12, 2015 03:20 |
|
lurker1981 posted:The only game that could possibly be considered better than Doom is Doom II. I actually don't enjoy the Doom II levels as much as I enjoy the original Doom levels. There's just a point where Doom II becomes a big of a slog, since it gets to a point where there's a series of all these wide open maps, one after another, and I don't know. I find those really big, open levels kind of annoying in Doom, since you lose that firefight feel you get in the tighter levels. But that's just me.
|
# ? Jan 12, 2015 03:24 |
|
It's not just you, everyone pretty much feels the same way. I think the first "episode" of Doom II is insanely good though.
|
# ? Jan 12, 2015 03:35 |
|
Adam Bowen posted:It's not just you, everyone pretty much feels the same way. I think the first "episode" of Doom II is insanely good though. Honestly, if I could use mods with it, I would only have the shareware version of Doom on my computer.
|
# ? Jan 12, 2015 03:46 |
|
I really appreciate it when WAD authors do these little touches to transition between techbase and demonic areas of a level:
|
# ? Jan 12, 2015 05:04 |
|
lurker1981 posted:I played a "demo" version of BD 2.0 that I found on best-ever.org 10-15 days ago, and it seems like it's really more like a much more polished version of BD 1.9 rather than a complete overhaul. It also seems to completely replace the sprites for the monsters (it uses the Doom/2 spritesheets as a base, more or less), which makes it usable in Freedoom. Goddamnit, there goes my dream of someone making Brutal Freedoom.
|
# ? Jan 12, 2015 06:53 |
Nintendo Kid posted:I really appreciate it when WAD authors do these little touches to transition between techbase and demonic areas of a level: What am I looking at here that isn't your inexplicable usage of sprite scaling?
|
|
# ? Jan 12, 2015 08:25 |
|
Segmentation Fault posted:What am I looking at here that isn't your inexplicable usage of sprite scaling? The small transitions between techbase and demonic areas of a level?
|
# ? Jan 12, 2015 08:29 |
|
catlord posted:Well, this popped up on the GOG forums. A bunch of stuff from the cancelled Blood 2 expansion? A lot of it looks to be in various formats for the engine or the editor or whatever to handle, but there's a few things you can open up ad check out without it. I haven't looked too deeply into it yet though. Hey, this is interesting. But how I wish something like that popped from the cancelled Shogo expansion In other news, Doomero now works on arcade shoot'em up made in Doom, because why not: https://www.youtube.com/watch?v=t8hWNnmZDx8 laserghost fucked around with this message at 10:10 on Jan 12, 2015 |
# ? Jan 12, 2015 10:06 |
|
Nintendo Kid posted:I really appreciate it when WAD authors do these little touches to transition between techbase and demonic areas of a level: Are you talking about... The strangely spikey shadow leaking from the demon area? That's pretty subtle.
|
# ? Jan 12, 2015 13:16 |
|
laserghost posted:In other news, Doomero now works on arcade shoot'em up made in Doom, because why not: I'm pretty sure one day Doomero is just gonna announce he cured cancer using Doom or something.
|
# ? Jan 12, 2015 13:54 |
|
His multiplayer Resident Evil 2 thing is coming along pretty well too, it has door transitions now.
|
# ? Jan 12, 2015 14:05 |
|
superh posted:Are you talking about... The strangely spikey shadow leaking from the demon area? That's pretty subtle. Yes, it's doing it on both sides of that particular screenshot.
|
# ? Jan 12, 2015 15:32 |
|
|
# ? May 19, 2024 04:01 |
|
Nintendo Kid posted:I really appreciate it when WAD authors do these little touches to transition between techbase and demonic areas of a level: Dripping with subtlety.
|
# ? Jan 12, 2015 15:33 |