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an_mutt posted:E1M5? it's actually e1m6 though you're right about the maze part in E1M5 being skippable if you backtrack to one of the secret areas in that tall circular room.
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# ¿ Jun 23, 2011 23:58 |
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# ¿ May 5, 2024 15:12 |
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Purple D. Link posted:Does anyone else think Thy Flesh Consumed feels more cheap than challenging? I could already tell it would be like that when monsters teleported behind me a bunch in the first map... E4M1 is ridiculously cheap, and honestly, I'd just skip it because I tend to pistol start E4M2 anyway. E4M2 is really hard, by the way, but it's also goddamn amazing
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# ¿ Jul 5, 2011 20:05 |
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Purple D. Link posted:Doom 2 felt pretty standard at first, but it really picks up at Dead Simple. I wish Tricks and Traps had lasted a bit longer. The game basically forced me into the exit before I could explore more. Fighting a swarm of tough enemies while invincible was just great. have you tried beating Tricks and Traps with pistol start? Always a fun challenge to find the best route.
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# ¿ Jul 8, 2011 06:55 |
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Cubemario posted:So I'm showing appreciation for the classics but I have a screen warping/fisheye problem and changing the FOV or aspect ratio does not seem to solve it. I am playing ultimate doom and using zdoom. That's just what happens with vertical mouse movement in a 2.5D engine. if it bothers you that much, turn off vertical movement or play in like Doomsday or some source port that has a proper 3D engine.
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# ¿ Jul 11, 2011 03:40 |
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Any source port can play level .wad files that are compatible with the base Doom game, I think. Many mods are made specifically for certain source ports, though, and ZDoom does seem to be the most popular source port to mod for. In any case, in the idgames level archive, they should say which source port any given level was made for (anything Doom or Boom-compatible should be fine with any source port, except, like, Chocolate Doom or something)
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# ¿ Jul 11, 2011 03:48 |
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SolidSnakesBandana posted:Starting with Doom 1 is perfectly fine. The only real notable difference (in my eyes) is the lack of a double-barreled shotgun. well, that, and the completely non-existent midtier for monsters
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# ¿ Jul 16, 2011 04:57 |
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Why don't you just wait for Black Mesa Source?
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# ¿ Jul 17, 2011 01:11 |
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ToxicFrog posted:I decided to try out Ultraviolence and accidentally turned it all the way up to Nightmare. Nightmare is kind of a gimmick difficulty, even most serious players usually don't go beyond UV+-fast
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# ¿ Jul 18, 2011 00:09 |
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spincube posted:By the time Quake was released and it had gone from a first-person Thor-em-up to a more Doom clone-y shooter, I'd imagine they realised there was no way to believably fit a story to the game, so they threw some poo poo about slipgates and enemy generals called Quake into a .txt file on the disc and called it a day. Fill in the blanks while you're shooting mans. The Quake "storyline" is great because it reads exactly like it was written an hour before the game was actually released, which, given the development that game went through, would not surprise me at all.
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# ¿ Jul 19, 2011 17:26 |
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Quake 2's levels are an unhappy mix between realistic-style Half-Life-like design, and the abstraction of Quake. It just doesn't work at all, you have these realistic layouts, but none of the immersive detail that HL had, and none of the flat-out insane traps and fun that Quake had.
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# ¿ Jul 19, 2011 20:11 |
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iastudent posted:Holy hell, the third episode of Heretic starts off a lot more hectic than the first two. You start off in a closed square with a couple imps, nothing new. Then you see there's phantoms above your head in a gated portion that can still take potshots at you. THEN you head out and start running into those axe-throwers around every corner and there's hardly enough ammo for your starting staff to take care of things. Do you have the episode 4/5 expansion?
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# ¿ Jul 20, 2011 06:26 |
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treat posted:Wait, did you just say Doom isn't about confusing level design? Yes, there were a few bits in Doom that were too mazy, because Tom Hall is bad at making fun levels. This is not an excuse to turn Doom into Hexen-style switchhunting.
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# ¿ Jul 22, 2011 08:27 |
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Dominic White posted:Seriously, this is one of the main reasons I love the mod. Every weapon actually has a use. The chaingun no longer is completely obsoleted by the plasma gun, the single-barrel shotgun has mid-range combat use, and the pistol is replaced by the new sniper weapon, instead of just using 2-shot bursts with the chaingun. ehh, the chaingun was a rapid fire hitscan sniper rifle if you tapped the trigger, it was perfect for taking down things like PEs, cacos, commandos, and arachs at long range, unlike the plasma gun (since it was projectile based). and the single shotgun did have a good niche in Doom II as a midrange hitscanner/imp killer, it took down packs of low-tier enemies much faster than the SSG (which left you vulnerable to unavoidable hitscan attacks while you reloaded, and wasted ammo since most hitscanners/imps died in one shell anyway)
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# ¿ Jul 23, 2011 19:20 |
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2fort sucks in any format.
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# ¿ Jul 23, 2011 19:33 |
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i was kinda commenting on the whole "plasma rifle obsoletes the chaingun" thing which I don't really find to be true at all
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# ¿ Jul 23, 2011 19:42 |
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You could always just end your levels on a sector 11 floor, or otherwise kill the player on each exit. (Speed of Doom did this a few times)
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# ¿ Jul 28, 2011 20:42 |
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Alien Vendetta Map20 is the worst level I've ever played in any "good" Doom WAD, and that includes like, all of Eternal Doom and TNT e: actually, it might be Z1M3 from KDIZD. Don't really want to double check, though Feels Villeneuve fucked around with this message at 20:25 on Aug 3, 2011 |
# ¿ Aug 3, 2011 20:20 |
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Lawman 0 posted:The huge gently caress off pyramid level. "misiri halek" it's really really slow and plodding, which is the oppisite of how AV should play (and it's surprisingly underpopulated for a map that size). IIRC most servers that run coop games on AV have a setting that automatically skips that map.
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# ¿ Aug 3, 2011 21:10 |
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manero posted:I just finished a huge playthrough. First all of Ultimate DOOM, then KDIZD, then DOOM ][. Now I'm looking for something else. Play AV, it's pretty much a classic, though it has a much different design philosophy than Vanilla Doom iwads. Also it's probably where you should figure out that most custom Doom wads are not made with "UV is the default skill setting" in mind.
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# ¿ Aug 4, 2011 06:29 |
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Jblade posted:You know I do loving hate the 'art' thing many games are trying for but I do feel like there is just a certain...purity? to Vanilla Doom gameplay that the weapon mods just do away with completely, Brutal Doom included. Don't get me wrong though, I have zero objection to playing with weapon mods or the like - authorial intent is one thing, but on the other hand if the player wants to add a dozen mods on top of a perfectly balanced SP wad he's got just as much right to do that as the author does to complain about it. This is basically my thought entirely, I really don't care that people are playing with "awesome" gameplay mods, but I'm absolutely opposed to the way it's completely dominated Doom discussion here lately, and the implications people have been making that it's like, a mandantory mod to make modern-day Dooming enjoyable.
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# ¿ Jun 3, 2012 16:35 |
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Dominic White posted:You seem to be in this weird state of denial that any setting below UV exists. That seems to be the entire core of your problem here. Yes, for the longest time, UV was the only difficulty setting that anyone played. That has changed. Now there are actually five difficulty settings! This hasn't been true since like, Plutonia.
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# ¿ Jun 3, 2012 16:48 |
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Stuntman posted:~^*my pure doom gaming experience*^~ I really don't care if you enjoy Doom II: My Little Pony - Friendship Is Magic edition in your own spare time, whatever makes you have fun is fine. What I have a problem with is the "Brutal Doom is Real Doom" narrative that's been going on the last several months in this thread (seriously, I can find like, one post about Doom for every page of Brutal Doom discussion), and the implication that Brutal Doom is a necessary gameplay mod to make Doom acceptable for modern play, ignoring that it plays badly with most .wads more difficult than Memento Mori.
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# ¿ Jun 4, 2012 02:32 |
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On the plus side, it's not as bad as people recommending KDIZD.
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# ¿ Jun 4, 2012 02:40 |
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ToxicFrog posted:What's wrong with KDIZD? did you ever play Hexen, and wonder who the hell thought wandering around identical gray castle rooms looking for hidden switches for hours was fun? the designers of KDIZD sure didn't!
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# ¿ Jun 4, 2012 02:49 |
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SPACE HOMOS posted:I've been replaying Wolf3d using the TC for Doom and I have to say that the level design is pretty bad. Mostly this is from lots of rooms that are useless and who ever decided having secrets inside multiple other secrets is a moron. ftr, that maze was intended to have an easter egg which told you to call Apogee HQ and win a special prize, that was abandoned since it was too easy to just open the game files and find the texture in there
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# ¿ Jun 8, 2012 18:33 |
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Wolf3D actually had some pretty creative levels given the limitations of the engine.
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# ¿ Jun 8, 2012 22:11 |
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Map 1 of E4 is really bad and should be skipped, but Map 2 is an absolute classic.
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# ¿ Jun 14, 2012 00:01 |
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Thy Flesh Consumed, apart from map 1, is really goddamn good.
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# ¿ Jun 29, 2012 20:46 |
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It works by you going "gently caress this poo poo" and idcleving to map29, because that level is so bad
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# ¿ Jul 9, 2012 04:40 |
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btw, god mode won't actually help, because voodoo dolls can still kill you if IDDQD is on.
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# ¿ Jul 9, 2012 04:51 |
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This project seems to have stalled, which is a shame, since it's actually a way to improve the original game's graphics while still staying true to the great spritework. http://www.teamhellspawn.com/voxels.htm (of course, I can't really see it working on monsters)
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# ¿ Aug 15, 2012 22:25 |
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catlord posted:Quick question, as somebody who is currently playing through Doom 2 for the first time: is there any way to make the city levels less painful? Playing Doom earlier this year wasn't so bad, but these city levels... they're not difficult (I started playing them to take a break from the ball-breaking difficulty of Scythe2), they're just bland. Skip them? Doom's levels are usually designed to be possible on a pistol start (since before autosaves, you'd restart the level with a pistol and fifty rounds)
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# ¿ Nov 10, 2012 21:58 |
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ten dollar bitcoin posted:I don't feel Heretic and Hexen ever got enough love. I mean yeah, to some degree they're just Doom reskins but they're fun! I've always thought Heretic was just Doom with less punchy weapons, unless you use the Tome of Power. Still, it's good fun, and the levels are generally better than the non-Romero levels of the first two Doom games. Hexen, on the other hand, was way too switch-hunty for me.
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# ¿ Dec 2, 2012 10:45 |
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0 rows returned posted:Edit: Stop after level 11, skip straight to No Rest For the Living. This is a really silly idea, the "City" levels are rightfully panned (though I like MAP15 a bit), but you'll miss out on some fantastic levels like The Inmost Dens, The Abandoned Mines, Monster Condo (maybe the only Sandy Peterson level I flat-out love), and especially The Living End.
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# ¿ Dec 17, 2012 02:01 |
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The main problem I had with Refueling Base is that The Pit is such a huge ammo dump, and entering that level with five shells, 40 bullets, and two rockets is such a pain in the rear end.
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# ¿ Dec 24, 2012 04:38 |
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Not to mention playing the classic megawads as they were designed. (Alien Vendetta, Scythe 1/2, etc)
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# ¿ Dec 31, 2012 20:29 |
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Evan Montegarde posted:Finished Memento Mori II with Brutal Doom...I'm not sure how I felt about it, I like the more visceral experience it gives and the bigger "punch" the weapons pack, but a lot of it seems unnecessary and the gameplay is changed a lot. Speed of Doom.
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# ¿ Jan 4, 2013 05:36 |
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drat. That sounds Brutal as hell. Brutal Doom, folks
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# ¿ Feb 7, 2013 20:48 |
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Just got the Reelism Megaweapons/Boxes combo that spawned treasure chests with Soul Spheres and Megaweapons all over the map
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# ¿ Feb 18, 2013 10:57 |
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# ¿ May 5, 2024 15:12 |
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What the hell are Oopsies in Reelism? I've been killed by them a few times, and I have no idea what triggered them to appear.
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# ¿ Feb 20, 2013 23:12 |