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I've only played the Daikatana demo, never touched DNF. Both games looked amazing in early promos, and I can't hate Romero or Broussard for their ambition. I think both would work well now because technology is stable, nobody gives a poo poo about coloured lighting in 2015.Though If I was given a wish for a game revival both S.T.A.L.K.E.R and Half Life would be higher up the list.
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# ? Apr 4, 2015 23:52 |
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# ? May 29, 2024 00:01 |
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I've been playing Episode 1 of No End in Sight with Smooth Doom (with most of the silly stuff like monsters skins and extra weapons turned off, although I do have shell casings, gore, and recoil) and Perkristian's sound effects in ZDoom with the -4 command line to cut the resolution to 480x270. It feels almost like one of the "Deluxe CD Version" upgrades some publishers released for their older games around 1995/96. Though it's still missing the lovely redbook audio soundtrack.
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# ? Apr 5, 2015 00:09 |
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Daiatana is weird is that there's acltually a good game buried inside it. The gameplay is classic Romero and Episodes 2 and 3 are legitmatly great. Once the game starts hitting it's stride in E2, you really start enjoying it. Even wacky poo poo like the Hades Hammer just click after a while and you start seeing they're useful and fun. The graphics, especially Kenneth Scott's 90s's comic-style skins, grow on you. The game probably should've stayed with the Q1 engine instead of trying to jam 9 or so months work into the Q2 engine, but still. It's still quite flawed, with the atrocious level deisgn in E1 and the second part of E4, but the good stuff is very good. DNF is a mish-mash of every idea developed in the early 2000s with things like regen health and vehicle segments without any rhyme or reason. It has no identity of it's own and feels like a generic HL2 rip-off made in 2006 with Duke's weapons enemies and weapons jammed into it. For all you can say about Daikatana, it has it's own identity that's a mixture of lame "edgy" 90s comics, Hexen, fast-paced action, and off-the-wall weapons.
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# ? Apr 5, 2015 00:42 |
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Wrack is 1$ for next 4 days on indiegamestand, Steam key provided, paying above the average gets you OST (which in my opinion is really bad and feels like Bobby Prince half-assed the whole thing during one lazy afternoon). Definitely worth at least a look, as engine is quite solid and some levels are fun (and some not so).
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# ? Apr 5, 2015 00:50 |
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laserghost posted:Wrack is 1$ for next 4 days on indiegamestand, Steam key provided, paying above the average gets you OST (which in my opinion is really bad and feels like Bobby Prince half-assed the whole thing during one lazy afternoon). Definitely worth at least a look, as engine is quite solid and some levels are fun (and some not so). Can you change the music in-game? I'd love to crank up some classic buttmental instead of listen to generic Bobby Prince poo poo.
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# ? Apr 5, 2015 01:17 |
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FreeDoom's maps look so much better with the original Doom's graphics.
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# ? Apr 5, 2015 04:48 |
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Woolie Wool posted:
I always found it funny how they had no problem using the same font for the ammo lists, but had to use a horrible unreadable font for the large numbers.
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# ? Apr 5, 2015 04:53 |
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It's a lovely job to have in making Freedoom's assets. You have to straddle the line between similar but not identical while not lovely.
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# ? Apr 5, 2015 04:55 |
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FirstPersonShitter posted:Like, maybe this is gonna be a controversial opinion, but daikatana is noooowhere near as bad a game as duke nukem forever. I think that DNF would have had a shot at being a great game if they stuck to the Quake 2 engine game they showed off in 1998.
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# ? Apr 5, 2015 05:00 |
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BattleMaster posted:I think that DNF would have had a shot at being a great game if they stuck to the Quake 2 engine game they showed off in 1998. If they stuck to that UE1 game instead of throwing it out in late 2002 in favor of the Doom 3-style engine, they'd be at least a pleasant curiosity.
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# ? Apr 5, 2015 05:08 |
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Nintendo Kid posted:I always found it funny how they had no problem using the same font for the ammo lists, but had to use a horrible unreadable font for the large numbers. It's not the same font but with only 5x3 pixels there's not much room for variation--many characters will have to look the same because that configuration is the only one that is readable.
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# ? Apr 5, 2015 05:13 |
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I liked DNF, despite the bad parts like the Hive (not just for that scene, but because it was a crap level overall) if only because it was a modern FPS that at least let me move around at my own pace instead of being forced to follow some loving guy for the entire game whilst having somebody else on a radio telling me what to do and that I should hurry because the enemy are about to take this important strategic location! Oh it also lets me open doors myself instead of having to wait for an NPC to do it for me.
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# ? Apr 5, 2015 08:54 |
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The scene is dumb and unpleasant, but it's really not the worst thing ever. Or maybe I'm just incredibly desensitized from 20 years of internet exposure.
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# ? Apr 5, 2015 12:06 |
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Little known fact: That scene in The Hive was designed by John Carmack and American McGee after an all-night rape porn bender. This was before Carmack went back to inspect his rocket that was being created by illegal immigrant Latino slave labor (the foreman was John Romero in shackles). Thankfully, Avira liberated the slave labor with the power of whining to Twitter, but it was too late; that scene made into DNF. closeted republican fucked around with this message at 12:29 on Apr 5, 2015 |
# ? Apr 5, 2015 12:22 |
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Casimir Radon posted:The scene is dumb and unpleasant, but it's really not the worst thing ever. Or maybe I'm just incredibly desensitized from 20 years of internet exposure.
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# ? Apr 5, 2015 12:56 |
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Duke 3D? Not a great game. Nope.
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# ? Apr 5, 2015 13:27 |
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I remember that bit in DNF bothering me not because of its content, but the mood whiplash it presented. I ain't the only one, right? Otherwise a very humdrum modern shooter trying too hard to be halo. Christ the weapon limitation was the biggest "gently caress you." in my books, I know they eventually patched it upto 4 but that just hammers the point even harder. PaletteSwappedNinja posted:Duke 3D? Not a great game. Nope. Blood was the best build engine game. "Oohoo, this promises to be fun." E: And that train level is so goddamned memorable for the time. Game was great, even if it was bullshit hard.
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# ? Apr 5, 2015 13:37 |
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Thyrork posted:Blood was the best build engine game.
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# ? Apr 5, 2015 13:54 |
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SelenicMartian posted:Indeed. It's so good you might almost forget Build was used for NAM, WWII GI and TekWar.
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# ? Apr 5, 2015 15:12 |
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RyokoTK posted:Scythe, definitely. Scythe is perfect, thank you! I ran it once just to make sure it was working right and before I knew it I had died on MAP06. I really like the small, focused map sizes and the difficulty is perfect (playing on UV currently as recommended!) It's kind of weird that some of the level text doesn't seem to display right though. Like my saves say they're for the Crusher or the Gantlet or whatever instead of the actual map name, and I received the original Doom II intermission text before MAP07. The actual loading and score screens display correctly, though. Is that a problem on my end (GZDoom on OS X) or is that just a thing with this WAD?
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# ? Apr 5, 2015 16:17 |
Arivia posted:Scythe is perfect, thank you! I ran it once just to make sure it was working right and before I knew it I had died on MAP06. I really like the small, focused map sizes and the difficulty is perfect (playing on UV currently as recommended!) It's for the best. Scythe's intermission text glorifies the murder of transwomen.
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# ? Apr 5, 2015 16:22 |
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Why do so many mod authors have to be horrible people?
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# ? Apr 5, 2015 16:51 |
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The real answer is that Scythe does not have any intermission text or even level names in text form. Remember that level names in Doom come in two forms: one that is a text string (hardcoded in the vanilla executable, can be changed by DEHACKED/BEX/LANGUAGE/MAPINFO/etc.) and one that is a graphics. The former is what is used in the automap, and in ZDoom it's what is shown in the savegame info box. The latter is what is shown during intermission (*LEVEL* completed, entering *LEVEL*). This duplication allows to have stuff like the Circle of Death/'O' of Destruction! gag. Anyways, Scythe has no DEHACKED, BEX, LANGUAGE, MAPINFO, or any other way of changing the actual text strings used in the game. Scythe 2 does have DEHACKED, but only uses it for custom enemies. No changed text strings. The unfinished Scythe X is the only one in the series with changed text strings, but that's only for the first intermission (the one before MAP07). Spoilers: there is no transphobia in it, only the bog-standard Doom storylines about teleporters and demons.
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# ? Apr 5, 2015 17:15 |
Cat Mattress posted:The real answer is that Scythe does not have any intermission text or even level names in text form. Just because there isn't a peer-reviewed source for Scythe intermission text doesn't mean that Erik Alm didn't write transphobic intermission text and isn't a transphobe--it just means that he never wrote transphobic things while he was making a Doom wad. That's it.
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# ? Apr 5, 2015 17:19 |
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Cat Mattress posted:The real answer is that Scythe does not have any intermission text or even level names in text form. Okay, thank you for explaining! This is my first unofficial WAD, so I'm new to all this stuff.
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# ? Apr 5, 2015 17:22 |
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Segmentation Fault posted:Just because there isn't a peer-reviewed source for Scythe intermission text doesn't mean that Erik Alm didn't write transphobic intermission text and isn't a transphobe--it just means that he never wrote transphobic things while he was making a Doom wad. That's it. Jesus Christ , grow some thicker skin.
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# ? Apr 5, 2015 17:56 |
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Honestly I'm okay with calling American McGee a shithead regardless of any misogynistic stuff he may or may not have said because the dude opened a literal Chinese sweatshop for making video games http://en.wikipedia.org/wiki/Spicy_Horse
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# ? Apr 5, 2015 18:02 |
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On top of all that, he is a total poo poo designer. The first Alice was neat and that's all I can give it. Sure, he put a NiN reference in E4M1 but he's still poo poo.
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# ? Apr 5, 2015 18:12 |
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Segmentation Fault posted:Just because there isn't a peer-reviewed source for Scythe intermission text doesn't mean that Erik Alm didn't write transphobic intermission text and isn't a transphobe--it just means that he never wrote transphobic things while he was making a Doom wad. That's it. I thought we had a thread reset. Here, have some Doom maps to play instead of trying to make ironic mudslinging a thread meme.
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# ? Apr 5, 2015 19:02 |
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scroton_ posted:Just because there isn't a peer-reviewed source for misogynistic John Carmack quotes doesn't mean that Carmack didn't say misogynistic things and isn't a misogynist--it just means that he never said misogynistic things while he was being recorded. That's it. Segmentation Fault posted:Just because there isn't a peer-reviewed source for Scythe intermission text doesn't mean that Erik Alm didn't write transphobic intermission text and isn't a transphobe--it just means that he never wrote transphobic things while he was making a Doom wad. That's it.
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# ? Apr 5, 2015 19:13 |
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I thought of American McGee as one of those dudes who worked closely with id, therefore their output has to be all-gold. Then I played Bad Day LA. Hooooly poo poo, that was bad.
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# ? Apr 5, 2015 20:27 |
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laserghost posted:I thought of American McGee as one of those dudes who worked closely with id, therefore their output has to be all-gold. Yeah that's the first game he made after he moved to China and started hiring development staff for almost literally a dime a dozen. It turns out that sometimes you really do get what you pay for.
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# ? Apr 5, 2015 20:32 |
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The first Alice is bearable only thanks to the quicksave, as most platforming sections are pure bullshit.
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# ? Apr 5, 2015 20:35 |
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BattleMaster posted:Yeah that's the first game he made after he moved to China and started hiring development staff for almost literally a dime a dozen. It turns out that sometimes you really do get what you pay for. IIRC, the game didn't have any concrete gameplay until he farmed it out to some Chinese groups.
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# ? Apr 5, 2015 21:19 |
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Arivia posted:Okay, thank you for explaining! This is my first unofficial WAD, so I'm new to all this stuff. if you like scythe, then you might give Demonfear a shot. It's a bit older, but the scale is roughly comparable
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# ? Apr 5, 2015 22:02 |
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Cream-of-Plenty posted:I've never gotten used to how busy and "bumpy" all of Daikatana's textures are. Pretty distinct, though. You could probably post a piece of frog poo poo or some other asset from the game that I don't remember ever seeing and I could still tell it was from Daikatana. Looks pretty much identical to the style of textures Unreal and Tribes both had at the same time to me.
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# ? Apr 5, 2015 22:55 |
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I remember hearing poo poo about some guy visiting Ion Storm's office during the Daikatana development and being shocked by the texture work. Like, in a bad way, as in people were working way too hard on super detailed high-res textures that wouldn't look anything like that resolution in-game. The implication was that nobody was experienced enough to really know what they should have been doing.
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# ? Apr 5, 2015 23:05 |
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kmxexii posted:if you like scythe, then you might give Demonfear a shot. It's a bit older, but the scale is roughly comparable
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# ? Apr 5, 2015 23:06 |
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Alain Post posted:I remember hearing poo poo about some guy visiting Ion Storm's office during the Daikatana development and being shocked by the texture work. Like, in a bad way, as in people were working way too hard on super detailed high-res textures that wouldn't look anything like that resolution in-game. The implication was that nobody was experienced enough to really know what they should have been doing. It's an anecdote Romero tells during the Dorito Pope's article on Ion Storm: https://web.archive.org/web/20061225123829/http://www.gamespot.com/features/btg-daikatana/index.html They hired a bunch of artists who had never done games texture work before and had no idea about economy, so they made 4096x4096 candle textures and stuff. Was absolutely killing the game. The same problem happened to FFXIV 1.0.
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# ? Apr 5, 2015 23:08 |
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# ? May 29, 2024 00:01 |
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SelenicMartian posted:The first Alice is bearable only thanks to the quicksave, as most platforming sections are pure bullshit. The first Alice also has the Chris Vrenna soundtrack going for it. The second Alice would have been OK if every part of it wasn't 2-3x longer than it should have been.
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# ? Apr 5, 2015 23:45 |