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Tiger Schwert posted:Do you have any more information on idStudio? I haven't heard anything about that. idStudio was the editor used to make Rage (and eventually released for mapping/modding). If it's correct that SnapMap allows import of custom-built bespoke pieces, and idtech "666" is an evolution of the Rage engine, then etc. and so forth.
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# ? Jun 16, 2015 04:04 |
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# ? May 15, 2024 03:37 |
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Tracula posted:Alright, I'm brand new to this whole old FPS thing I got the Doom bundle on steam, Brutal Doom v20 and Zandronum. Dragging and dropping the .pk3 onto the exe works fine and the game mostly works but I can't seem to reload my second weapon when dual wielding and navigating the menus is more than a little bit of a headahce.
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# ? Jun 16, 2015 04:06 |
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Alain Post posted:Fun trivia is that it's commonly thought* that Tim Willits' wife did most of E4M6 And if by "commonly thought" you mean "confirmed" then yeah
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# ? Jun 16, 2015 04:10 |
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Linguica posted:Tim Willits married his sister?!? It was actually confirmed?
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# ? Jun 16, 2015 04:12 |
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the doom 4 trailer looks great but the cyberdemon looks a little fat-fat
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# ? Jun 16, 2015 04:19 |
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Jordan7hm posted:It was actually confirmed? from the unofficial Master Levels FAQ Theresa Chasar posted:I did levels 7, 9, and 10. I also did the original layout for the Ultimate DOOM Level E4M5 "Thy Flesh Consumed." Tim modified it a little, textured it, and added the objects. We also worked on two of the Masters Levels together. I got credit for the second one, but they were both a joint effort. We kept trading the files back and forth. Tim did the final editing on both of them.
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# ? Jun 16, 2015 04:51 |
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RyokoTK posted:E2M2 isn't an Ultimate Doom map. No, you're right It's the ultimate Doom map
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# ? Jun 16, 2015 05:12 |
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Poor E1M7, lost in the very final round.
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# ? Jun 16, 2015 05:16 |
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arcsig posted:If you never played Doom, you really shouldn't be playing Brutal Doom. I played Doom and Quake a while ago. No real concrete memories of Doom but I really adore Quake though.
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# ? Jun 16, 2015 05:55 |
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Wait what? Powerslave EX got a C&D??
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# ? Jun 16, 2015 06:01 |
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Tracula posted:I played Doom and Quake a while ago. No real concrete memories of Doom but I really adore Quake though. If you want to play Quake mods, here's a handy guide someone whipped up for setting up Quake on modern systems. Maps can be found at https://www.quaddicted.com/ and there are so many excellent mods, with Honey and Ontranto being my favorites. I recommend Quakespasm over Darkplaces simply because you can easily switch out mods by using the console instead of mucking about with any .bat files and whatnot.
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# ? Jun 16, 2015 06:18 |
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Woolie Wool posted:Most people did not use mouse controls in 1993. Many people didn't even have mice in 1993, and for those who did it was a "Windows thing". Mouse controls did not become standard until Quake multiplayer took off in 1997. Mice were abundant, and Doom only continued the mouse control trend that had started with Wolf3D. It was developed on a mouse-centric system and released on a system that, quite some time earlier, had made a rapid transition to mouse use. Doom made mice even more abundant in games (where they already saw a lot of use), since it was made to be controlled with a mouse. No. Claiming that Doom was “before mouse control” is silly at best, and history revisionism at worst. It was also primarily distributed via BBSes — places where walk-thoughs and FAQs instantly popped up. So that part is a pretty ignorant claim as well. 1997?! That's a laugh. By then, the entry of the mouse on the scene was ancient history.
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# ? Jun 16, 2015 06:35 |
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JerryLee posted:I think what really stands out is his versatility. The other mappers all had one or two looks/episodes that were "theirs," but Willits was able to dip into all the styles and do it well. I think Gloom Keep is the real standout--it's the sort of baroque style that E4 tried to be about but wasn't nearly as good at in the hands of Sandy. Gloom Keep and Chambers of Torment (though he didn't make that one solo) are some of my all-time favorite vanilla Quake maps. Good to know! JerryLee posted:E4M1 This map loving blows though.
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# ? Jun 16, 2015 07:21 |
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Johnny Law posted:idStudio was the editor used to make Rage (and eventually released for mapping/modding). Does Wolfenstein TNO have its own idStudio released?
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# ? Jun 16, 2015 08:18 |
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TerminusEst13 posted:Oh! In that case, that's actually being done in Zandronum 3.0, so it'll definitely be in the next major upgrade. Thanks!
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# ? Jun 16, 2015 08:43 |
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Cat Mattress posted:Does Wolfenstein TNO have its own idStudio released? No.
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# ? Jun 16, 2015 09:10 |
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The Bethesda store is running a 20% off E3 sale. So if you're dreaming about a Doomguy, Cacodemon, or Pain Elemental plush; or fashionable Doom t-shirt, this is probably a good time to acquire one.
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# ? Jun 16, 2015 09:35 |
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Woolie Wool posted:Poor E1M7, lost in the very final round. I wish the voting was happening again, I just played through them all last month.
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# ? Jun 16, 2015 11:56 |
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spongeh posted:i'm at least 5 years out of university, tyvm I like you, your company, and your latest unveiled game.
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# ? Jun 16, 2015 12:17 |
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Tippis posted:Mice were abundant, and Doom only continued the mouse control trend that had started with Wolf3D. It was developed on a mouse-centric system and released on a system that, quite some time earlier, had made a rapid transition to mouse use. Doom made mice even more abundant in games (where they already saw a lot of use), since it was made to be controlled with a mouse. Wasn't until Half Life that WASD became standard, IIRC. I don't remember if you could remap the controls in old DOS Doom. Old games weren't very keen on letting you reconfigure stuff (as a left-handed kid I suffered quite a bit back then). Not without third party software, at least.
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# ? Jun 16, 2015 15:24 |
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Bread Pudding posted:I don't remember if you could remap the controls in old DOS Doom. Old games weren't very keen on letting you reconfigure stuff (as a left-handed kid I suffered quite a bit back then). Not without third party software, at least. The SETUP program for Doom let you remap controls. You could also manually edit the config file to do that, but the SETUP program was easier.
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# ? Jun 16, 2015 15:32 |
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Bread Pudding posted:Wasn't until Half Life that WASD became standard, IIRC. I played wolf3D with the keyboard but doom and on was mouse based. WASD was common in Quake in 96. I think it was standard, but I was 12 at the time so my memory could be off a little bit. Either way from QuakeWorld on I was using WASD and so was everyone I played Rocket Arena and Team Fortress with. On the whole E3 front, I think Doom still has potential, I'll hold of any judgement until I play it. The only issue I had was the weapons seemed weak and the speed was lower than I'd prefer. The new SW looks good as well. I think the movement system changes will add a fun angle to the gameplay that I felt the first game missed to an extent.
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# ? Jun 16, 2015 16:18 |
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czg posted:No. Then I see no reason to assume we're going to see Doom's IdStudio.
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# ? Jun 16, 2015 16:21 |
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Wolf:TNO wasn't designed for being modded though, Doom 4 is, just like how they did release the RAGE mod tools (and they were useless garbage.)
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# ? Jun 16, 2015 16:43 |
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Yeah, Rage Id Studio may as well have not been released, given how useful it was without a server farm and a AAA studio behind your back. I remember hearing it didn't even include their AI pathfinding compiler or something...
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# ? Jun 16, 2015 16:47 |
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i was actually really pleasantly surprised by the Doom 4 trailer. I was kind of worried about it, but it looks like they're doing a good job of bringing the hyper-kinetic feel of doom to the new generation. I mean, you can't sell a game on mobility these days without jumping and parkour. The fatalities look neat, and they look like they're context sensitive (position relative to stuff, jumping down on stuff etc) enough to be pretty varied in normal gameplay. The recent far cry games have used a kind of fixed fatality system like that and they worked out to be a ton of fun. plus I like brutal doom, so it being brutal doomy doesn't bother me. Brutal doom is definitely not just an enhanced version of original doom, but it does bring a lot of modern features to doom, like regaining health from fatalities.
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# ? Jun 16, 2015 16:52 |
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I don't like Brutal Doom for a bunch of aesthetic reasons mostly and Doom 4 ditches basically all of the parts I hate and keeps the parts that don't hurt Doom at all.
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# ? Jun 16, 2015 16:55 |
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Elliotw2 posted:I don't like Brutal Doom for a bunch of aesthetic reasons mostly and Doom 4 ditches basically all of the parts I hate and keeps the parts that don't hurt Doom at all. This is pretty much how I feel.
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# ? Jun 16, 2015 17:13 |
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Nintendo Kid posted:The SETUP program for Doom let you remap controls. You could also manually edit the config file to do that, but the SETUP program was easier. You could even get a pretty great WASD plus moust setup going too.
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# ? Jun 16, 2015 17:22 |
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Mak0rz posted:My girlfriend's brother plays it. It's a pretty neat concept. SilentW posted:I want another Steel Batallion. It was all I ever wanted out of Hawken. Alehkhs posted:It's not just you - that poo poo is great. Max Wilco posted:I remember I was at a convention where they had a bunch of Steel Battalion stations set up, and I gave it a try. Steel Batallion is esentially like driving a car with guns and after years of playing this game, I can still get caught in the moment and fall on my mech's metal arse. Tippis posted:Mice were abundant, and Doom only continued the mouse control trend that had started with Wolf3D. It was developed on a mouse-centric system and released on a system that, quite some time earlier, had made a rapid transition to mouse use. Doom made mice even more abundant in games (where they already saw a lot of use), since it was made to be controlled with a mouse. I can attest to this since both Wolf and Doom manuals came with proper instructions on how to actually play with mouse controls and how to set them up. SilentW posted:I want another Steel Batallion. It was all I ever wanted out of Hawken. I never got to play show tower or this game, so maybe with a decent rig I can hook up an emulator and play with the fan translation pack.
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# ? Jun 16, 2015 17:27 |
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Bread Pudding posted:While it's true that Doom has always controlled best with a mouse and keyboard, the default controls didn't do that setup justice. For some ungodly reason you'd have to go forward and backward either by destroying your wrist wrestling the Y axis or somehow using < and > to strafe and the up and down arrow keys to move - which I'm fairly sure required a third hand. I wound up playing keyboard-only due to convenience. That sounds about right. along with Unreal. Maybe Quake 2 had caught up on the use, but I wasn't able to play it when it first came out so if it did, it didn't stick in my mind. Doom's defaults weren't all that great, no, but easy to remap and the immediately obvious one was to move the strafe controls so everything was on the arrow keys: you offset the keyboard to the left and reached out with your pinky to press shift to run (or not run, as the case might be). Just like with their insane peripheral support, iD was always very good at letting the user tweak their games — I still think this is one of the main reasons we saw the user console appear, not just in the mptest as a debugging tool, but in the live game as well. Even so, I still remember coming across both my first WASD and ESDF users during that era, although they seem to have picked it up from Descent, where all those extra available keys were mandatory. Basically, it took everyone a while to realise that strafing was the more relevant movement to have at hand — Descent demanded it in every direction, so it's only natural that it put those controls front and centre. As a personal anecdote, my “best” memory of Doom mouse usage — or, more accurately, the lack thereof — was during Assembly '94 when Compaq sponsored a Doom competition and it was ruled that mouse control was not allowed because it would be unfair to those who had used KB-only controls (more likely: Compaq didn't sponsor them with enough mice to cover the event). Everyone, including some of the organisers, thought this was the stupidest thing they'd ever heard. Tippis fucked around with this message at 18:03 on Jun 16, 2015 |
# ? Jun 16, 2015 17:56 |
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Well I watched the Doom4 trailer and some gameplay and it looks pretty okay to me. It doesn't really look great, though, ya know? If the story is in the background then the gameplay and action and enemies need to be loving spot on and I'm not sure they were THey do have a huge loving chaingun though and I think I might have a chaingun fetish because I cracked a smile when I saw that thing. Can't wait to let loose on a (hopefully) horde of demons [edit] The enemy design is really generic though, in my opinion. The demons, especially the big 'uns, need to have more personality and look, well, I dunno, cooler I guess That could be a starcraft monster, an unreal monster or a gears of war monster, it's so god drat generic Zzulu fucked around with this message at 18:07 on Jun 16, 2015 |
# ? Jun 16, 2015 18:03 |
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Tippis posted:WASD origins
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# ? Jun 16, 2015 20:32 |
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that's... that's a pretty big loving gun right there. atleast that part they got right.
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# ? Jun 16, 2015 23:36 |
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That revenant tho
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# ? Jun 16, 2015 23:46 |
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laserghost posted:That revenant tho Metal as gently caress
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# ? Jun 16, 2015 23:46 |
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After watching the gameplay vid, not just the trailer, I'm excited. Looking forward to knowing more about the game, outside of what was shown at E3, that event that shows broad aspects of games to get people onboard.
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# ? Jun 16, 2015 23:54 |
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Zzulu posted:Well I watched the Doom4 trailer and some gameplay and it looks pretty okay to me. It doesn't really look great, though, ya know? If the story is in the background then the gameplay and action and enemies need to be loving spot on and I'm not sure they were I'm guessing that since they're showing the Cyberdemon from the get-go, either we're getting
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# ? Jun 16, 2015 23:57 |
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This is probably a long shot, but do we even know that that is for sure a cyberdemon? Maybe it's a new enemy?
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# ? Jun 17, 2015 00:05 |
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# ? May 15, 2024 03:37 |
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They gave out a little statue of it at the end of the conference and it says Cyberdemon under it.
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# ? Jun 17, 2015 00:09 |