Segmentation Fault fucked around with this message at 03:19 on Aug 6, 2015 |
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# ? Aug 5, 2015 21:52 |
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# ? Jun 4, 2024 05:32 |
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the wizards beard posted:Someone has an amazing snipe coming up...
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# ? Aug 5, 2015 21:53 |
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you can add that to your posting career resumè
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# ? Aug 5, 2015 21:54 |
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I thought at first glance the Hellknight was driving some kind of bumper car
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# ? Aug 5, 2015 21:57 |
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Prenton posted:I thought at first glance the Hellknight was driving some kind of bumper car
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# ? Aug 5, 2015 21:58 |
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# ? Aug 5, 2015 22:01 |
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Happy page 666 everyone! This thread has been active for over four years, and only seems to be gaining in popularity. Well done, game developers from one to two decades ago!
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# ? Aug 5, 2015 22:05 |
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Hail Satan
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# ? Aug 5, 2015 22:16 |
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laserghost posted:A really neat article was retweeted by Carmack himself, full with Quake MP zeitgeist stuff: http://www.big-game-theory.com/2015/08/these-halls-i-walked-homage-to-doom-and.html?m=1 A very nice read. Quake 1 has always had a special place in my heart not only because of the top-notch gameplay, but also because it was the game that started the glory days of modding. I was on the ground floor during Quake 1 DM's heyday. The mods are gone, but I can still play though lots of great SP maps and experience Quake 1's incredible deathmatch with very good bots. It's a shame that Quake 1 is treated more like a lost treasure these days than the groundbreaking and very fun game it is.
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# ? Aug 5, 2015 22:20 |
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Prenton posted:I thought at first glance the Hellknight was driving some kind of bumper car Linguica posted:free mod idea
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# ? Aug 5, 2015 22:24 |
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I'm... assuming this was pre-existing.
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# ? Aug 5, 2015 22:27 |
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That's awesome, I'd play a Mario Kart but with Doom characters
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# ? Aug 5, 2015 22:28 |
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Linguica posted:I'm... assuming this was pre-existing. Guillermus posted:That's awesome, I'd play a Mario Kart but with Doom characters
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# ? Aug 5, 2015 22:32 |
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Wamdoodle posted:Jeez, I'm still amazed that Doom's development was such a perfect storm. Id Software, during Doom's development, did not and could not know what they were doing. There was no blueprint, there was no road map, they were in uncharted territory and it was a combination of phenomenal luck and nearly superhuman talent that made Doom a smashing success.
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# ? Aug 5, 2015 22:43 |
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Woolie Wool posted:Id Software, during Doom's development, did not and could not know what they were doing. There was no blueprint, there was no road map, they were in uncharted territory and it was a combination of phenomenal luck and nearly superhuman talent that made Doom a smashing success. Funnily enough, the same thing happened with Quake 1.
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# ? Aug 5, 2015 22:51 |
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site posted:Hail Satan This should have been the first post on this page. The other guy dropped the ball.
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# ? Aug 5, 2015 22:52 |
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closeted republican posted:Funnily enough, the same thing happened with Quake 1. No they didn't, they recycled Doom's formula after their early ideas didn't work, and they didn't do it as well as Doom did it.
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# ? Aug 5, 2015 23:00 |
closeted republican posted:Funnily enough, the same thing happened with Quake 1. They tried to make lightning strike twice and they managed it, but it ripped their company in two.
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# ? Aug 5, 2015 23:00 |
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Segmentation Fault posted:They tried to make lightning strike twice and they managed it, but it ripped their company in two. It ripped iD apart but it was worth it.
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# ? Aug 5, 2015 23:01 |
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What I'm getting from all this talk about how Doom was essentially an insanely fortunate accident is that there's a reason that Doom 4 isn't reaching people's expectations: it's being very carefully and intentionally designed.
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# ? Aug 5, 2015 23:25 |
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This thread has picked up the Pentagram of Protection.
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# ? Aug 5, 2015 23:45 |
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Quake II was a good game too, though. It wasn't an amazingly groundbreaking game but it was a good solid hunk of old-school FPS. It was really with Doom 3's interminable development cycle that Id went off the rails.
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# ? Aug 5, 2015 23:50 |
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A.o.D. posted:This thread has picked up the Pentagram of Protection. I prefer the Ring of Shadows so we can all become a pair of floating eyes.
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# ? Aug 5, 2015 23:53 |
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Woolie Wool posted:Id Software, during Doom's development, did not and could not know what they were doing. There was no blueprint, there was no road map, they were in uncharted territory and it was a combination of phenomenal luck and nearly superhuman talent that made Doom a smashing success. It amuses me that Doom was also the first game GT Interactive published, which instantly made that company ridiculously high profile (they had exclusive publishing deals with Walmart, Target and several other retailers for a while) yet they never managed to turn their insane revenue stream into profits.
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# ? Aug 5, 2015 23:54 |
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you mean Good Times Interactive?
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# ? Aug 6, 2015 00:57 |
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So that's what #GOODTIMES means in the Wolfenstein source.
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# ? Aug 6, 2015 01:02 |
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Doomio Kart
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# ? Aug 6, 2015 01:27 |
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laserghost posted:A really neat article was retweeted by Carmack himself, full with Quake MP zeitgeist stuff: http://www.big-game-theory.com/2015/08/these-halls-i-walked-homage-to-doom-and.html?m=1 This is good and y'all should read it yep.
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# ? Aug 6, 2015 01:29 |
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Page 666 FTW. Doom II is a good game.
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# ? Aug 6, 2015 01:41 |
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Woolie Wool posted:Id Software, during Doom's development, did not and could not know what they were doing. There was no blueprint, there was no road map, they were in uncharted territory and it was a combination of phenomenal luck and nearly superhuman talent that made Doom a smashing success. Doom II, at least as far as enemy design goes, always seemed like a very deliberate refinement of Doom. It's why the game has such a high skill ceiling. There are always emergent "accidents" in game design but that doesn't mean they were throwing poo poo at the wall. e) I honestly don't know how anyone can read MoD and get the idea that iD was just "lucky". It wasn't luck that made them decide to take out Wolf3D's nascent stealth elements because they weren't enjoyable, and it wasn't luck that made them decide to take pruning shears to Tom Hall's Doom Bible, and turn it into a straight action game. Feels Villeneuve fucked around with this message at 01:48 on Aug 6, 2015 |
# ? Aug 6, 2015 01:43 |
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I'd regret not posting on this momentous page, so... gently caress yeah old school fps!
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# ? Aug 6, 2015 01:52 |
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Kazvall posted:I'd regret not posting on this momentous page, so... This, also any mods for the original half life worth looking at?
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# ? Aug 6, 2015 01:56 |
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I still remember drinking two two-liters of mountain dew the day Doom full came out. I think I vibrated my way through hell. Pretty sure doing that today would kill me. Oh also, doing a full weekend marathon of Doom MP, to the point where I was seeing and hearing plasma and rocket sounds before, during, and after I went to sleep.
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# ? Aug 6, 2015 01:57 |
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I like brutal doom
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# ? Aug 6, 2015 01:59 |
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Alain Post posted:Doom II, at least as far as enemy design goes, always seemed like a very deliberate refinement of Doom. It's why the game has such a high skill ceiling. There are always emergent "accidents" in game design but that doesn't mean they were throwing poo poo at the wall. quote:e) I honestly don't know how anyone can read MoD and get the idea that iD was just "lucky". It wasn't luck that made them decide to take out Wolf3D's nascent stealth elements because they weren't enjoyable, and it wasn't luck that made them decide to take pruning shears to Tom Hall's Doom Bible, and turn it into a straight action game. Nowadays studios go into the development process with the Game Design Rules and follow The Rules to make their product.
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# ? Aug 6, 2015 02:08 |
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victrix posted:I still remember drinking two two-liters of mountain dew the day Doom full came out. I hate it when that last sort of thing happens to me, can never get good sleep in that situation
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# ? Aug 6, 2015 02:09 |
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victrix posted:I still remember drinking two two-liters of mountain dew the day Doom full came out. Two of those 16oz energy drinks from the gas station are more caffeine than that (320mg vs. 309mg, and a couple of years ago it would have been 400-480). Think about that. I remember Rockstar once selling a version that had 320mg in a single can. The effects were...interesting.
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# ? Aug 6, 2015 02:14 |
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# ? Aug 6, 2015 02:19 |
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I saw someone on Youtube playing Project Brutality, some Brutal Doom mod-mod that adds a bunch of honestly kinda neat stuff, but it would appear that there's some kind of biological looking demon rifle in there. Are there any mods with a lot of weird looking living weapons? Because that sounds cool as Hell (er, no pun intended).
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# ? Aug 6, 2015 02:22 |
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# ? Jun 4, 2024 05:32 |
Oh man, it's too bad the awesomeness of Red Faction's break-open breach-loaded railgun can't really be captured in a single image, because that seriously stands out as one of the most satisfying, punchy weapons to use (like the weapons in those images).
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# ? Aug 6, 2015 02:23 |