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Minidust posted:I just tried out "Smooth Doom." Is "Smooth Weapons" included in that or is it something different? I'm not sure how compatibility goes for mods that change a lot. If they're using the standard sprites/animations and sounds, then it should work. Works for most of the popular vanilla style WADs at least.
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# ¿ Aug 20, 2015 21:47 |
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# ¿ May 15, 2024 10:50 |
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Geight posted:Nah I'm right there with you, that would be rad.
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# ¿ Aug 21, 2015 02:32 |
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catlord posted:People have touched on it, but the actual comic's name is Duke Nukem: Glorious Bastard. Plus Duke had another time travel game on Playstation, just for the record. Zero Hour had better gameplay, Time to Kill has better one liners.
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# ¿ Aug 21, 2015 21:22 |
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closeted republican posted:All of the Quake 1 love I've been seeing lately has made me so happy. That game has been really underapprciated for a very long time. I'm hoping this encourages some Doom mappers to dabble with Quake 1 mapping because you can do a lot of cool stuff with it.
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# ¿ Aug 22, 2015 10:21 |
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I concur, my preference for all FPS source ports is openGL mode, but with good ol' pixels.
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# ¿ Aug 24, 2015 21:39 |
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Zaphod42 posted:Part of that is rose colored glasses (NEAREST_NEIGHBOR mapping gives you that PS1-era shifty pixels look that's "classic") and nostalgia, it reminds you of old Quake but it doesn't necessarily look better. Its just what you're used to.
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# ¿ Aug 24, 2015 22:02 |
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Yeah, by Half-Life I always preferred GL mode. Even Quake2 I didn't mind the blurriness, plus the textures weren't much to look at anyway. Also actually, in Quake I don't really mind that much either way. I've been playing a lot of Doom lately, that's one where I'm more especially into the pixels. I do prefer the pixelly art a little bit in Quake 1 though, but it looks fine smoothed.
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# ¿ Aug 24, 2015 22:14 |
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Dominic White posted:I don't really think so. At high resolution, with mipmapping and AA/AF, I think it retains the sharpness of the textures while still looking good in motion. I do run it with just about every other possible modern upgrade cranked to full - the only thing I disable is the bilinear filtering. GL_NEAREST_MIPMAP_LINEAR is the only one I use at the moment, and I think maxfps. I found this page of FitzQuake settings anyway. I see gl_texture_anisotropy is 1 by default, not seeing the anti-aliasing setting. And do you know if you can change the crosshair size in quakespasm? Probably not, would be cool though. Heavy Metal fucked around with this message at 22:46 on Aug 24, 2015 |
# ¿ Aug 24, 2015 22:37 |
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Dominic White posted:You need to manually turn on AA/AF - they're not menu options yet, sadly. Here's my Quakespasm settings.
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# ¿ Aug 24, 2015 23:02 |
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Shadow Hog posted:Really late reply, but Except for some reason you take the least damage on Extra Crispy, but it's really hard anyway. Detailed over on the gog forum. I do think it's a shame they never fixed that.
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# ¿ Aug 24, 2015 23:20 |
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Scourge of Armagon for Quake 1 rules, however. On par with the main game in my book, and I played it for the first time quite recently, via recommendation in this thread.
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# ¿ Aug 26, 2015 23:15 |
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I notice the map that's from has about 4 stars on idgames, like every map in the history of idgames.Klaus88 posted:I'm feeling the urge to lay some on how Black Mesa screwed up in balancing their little slice of the scource engine. Anyone mind/call dibs/sick of Heavy Metal fucked around with this message at 06:59 on Aug 27, 2015 |
# ¿ Aug 27, 2015 06:55 |
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Shadow Hog posted:I think a mixture of Doom's and Quake's would probably be ideal. The lost souls should take less hits to kill, but that's more of a gameplay thing. Not really a fan of the lost souls in general though, that's a point off. Still, agreed those games have some of the best sets of enemies ever.
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# ¿ Aug 28, 2015 00:03 |
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Klaus88 posted:I'll played some more black mesa source, and I'll lay some more black mesa on the thread when I can stop typing "UNCEASING TORRENT OF EXCREMENT POURED DOWN THE THROAT OF THE PLAYER" over and over again.
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# ¿ Aug 30, 2015 05:15 |
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Quake looks pretty fine to me. (e2m2 Ogre Citadel) Geight posted:I do kinda wish someone would take a swing at Quake's art style using modern-day graphical technology, because it was a really cool mishmash of gothic/tech/interdimensional horror stuff.
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# ¿ Aug 30, 2015 06:43 |
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closeted republican posted:Some more Quake 1 map mini-reviews:
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# ¿ Aug 31, 2015 00:44 |
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catlord posted:Ooh, Full Moon, I love those guys. I wish they'd tried more games, that'd be... well, probably not good, they don't spend that much on their movies and I doubt games would be any different (I mean, they did use the Pie in The Sky engine...), but a Subspecies game would be awesome.
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# ¿ Sep 1, 2015 08:35 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic:
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# ¿ Sep 2, 2015 09:11 |
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Al Cu Ad Solte posted:Yeah I like Human Revolution quite a bit but I'd be lying if I said it was a worthy successor. It feels too constrictive to really be considered an immersive sim to me. Let's...let's not talk about Thief 4... I love Thief 4. Underrated in my book. The crazy labyrinth-esque design of the city felt so fun to mess around in, very 90s compared to the more "just design a real place" type of stuff you see today. Shooting a rope arrow to climb up and around and drop down into some weird alley to get through a crack to another part of town etc, I give that crazy city 10 stars out of 10. Rupert Buttermilk posted:I have my left monitor set to portrait for work, and I have been trying to play Doom at work. I've never thought of playing a game in a portrait "tall mode", but that seems like an interesting thought I had reading this. It wouldn't be very useful compared to 16:9, but it would be different. I've also never played a game with multiple monitors, would be interesting to have Doom with super wideness across two monitors. My second monitor is my TV on the other side of the room, so I couldn't really do that kind of fancy stuff. (edit: this was quoted in a more recent post, woops necro-replying here)
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# ¿ Oct 3, 2015 23:30 |
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If you're looking for a good two-level wad set in a nicely detailed graveyard for Doom 2, here it is! I just played it recently, fun stuff. Called Curst. http://webpages.charter.net/bgspencer/design/curst.html And here's a couple of the better Duke3D maps I've played lately. Mean Streets (http://www.mediafire.com/download/rk3z86czbzxzyov/meanstreets.zip)(also on steam http://steamcommunity.com/sharedfiles/filedetails/?id=245638170&searchtext=), also Crucial Conflict 3 (http://dnr.duke4.net/maps/Crucial_Conflict:_3_-_Acupa_Dylana.html) and Another Timeless Night. http://msdn.duke4.net/hottimeless.php Been playing tons and tons of Doom and Duke maps lately, there's so many to choose from! [I'll also throw in Restless Resort by the author of Crucial Conflict 3] Heavy Metal fucked around with this message at 00:54 on Oct 16, 2015 |
# ¿ Oct 16, 2015 00:39 |
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Agent Kool-Aid posted:bioshock infinite is amazingly bad and made me miss bioshock 1 (and 2, which honestly had more improved gameplay in basically every way) And Doom (4) looks very promising, though we haven't seen too much of the single player. What little we've seen seems Doomy enough to be a very respectable sequel. We have Cacodemons floating around, Revenants, run and gun gameplay, no modern cover malarkey etc, I'm pumped. I wouldn't judge it's Doomyness by the multiplayer, which is outsourced and not by id anyway. Though looks fun in it's own right. Also don't forget to get pumped for the Bombshell tie-in FPS shareware made on the Duke 3D engine (eduke32 version). (edit: Speaking of Bioshock and Doom, did you know a level designer from Bioshock recreated an area of the game as a Doom 2 level? Pretty cool http://www.doomworld.com/idgames/levels/doom2/Ports/a-c/arcadia) Heavy Metal fucked around with this message at 21:47 on Oct 22, 2015 |
# ¿ Oct 22, 2015 21:37 |
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Geight posted:Yeah I don't even like Brutal Doom and it's still way more creative and interesting than what I have seen of Doom 4 Well, the majority of the time in Brutal Doom you're playing in well designed levels (such as the original Doom levels), and you haven't really seen any of the Doom 4 levels... Woolie Wool posted:Why indeed? Doom II, Final Doom, and /idgames/ already exist, the world does not need a Doom 4. I never get this kind of thing. The two don't conflict with eachother, much like how Doom 3 didn't conflict with Doom 2. Id giving us a new take on Doom, and lots of fans giving us their take on Doom 2 maps, the more the merrier. And this even comes with that SnapMap thingy which could be fun. Though not a replacement for DoomBuilder by any means. Heavy Metal fucked around with this message at 00:08 on Oct 23, 2015 |
# ¿ Oct 23, 2015 00:02 |
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I like SmoothDoom and the optional Doom64 shotgun. And gotta love the pk_doom_sfx_20120224 improved sounds and SC55 music. And use ZDL everybody. And getting shot in the face is good.
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# ¿ Oct 23, 2015 11:36 |
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The Kins posted:Because Vanquish sold like four copies and the concept of FPS Parkour has been forever tainted by Brink. And Vanquish is cover shooter, has some Gears of War in it's DNA... which is in my humble opinion the worst kind of shooter imaginable. Just dull. Sitting behind a short wall simulator. I'm not sure why we'd want Doom to play like that, I'll have what id's cooking thank you very much.
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# ¿ Oct 25, 2015 16:52 |
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uncleKitchener posted:You didn't actually play Vanquish, did you? The game penalizes you for actually staying in cover and not being on the go. Isn't that what made Doom fun? I did have Vanquish. The game has lots of little cover thingies a'la Gears of War, and you're expected to check back in to the ol' cover periodically. You just got to powerslide around and whatnot between spots where you hide and shoot at people. It's a twist on the cover shooter genre I guess, but it is part of it. I didn't make it up or something. As I recall if you tried to never use cover, it wouldn't go well. Not a run and gun game in the Doom mold in my opinion. But hey I can dig that you're saying you like one game, and you'd like another game to have stuff you like from it. In that vein. Random note, I love that Doom finally has a jump button. Though the classic Doom levels often made use of vertical aspects and run jumping. One thing I'd like to see is a decent amount of traversing around with some platforming/jump puzzles to some degree. And just put teleporters at the bottom to put you back up if you mess up. Heavy Metal fucked around with this message at 19:26 on Oct 25, 2015 |
# ¿ Oct 25, 2015 19:21 |
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uncleKitchener posted:Doom 4 looks like a game that I've already played many many times over and I've already have my library of fun FPSs. Not to sound like a broken record from a page or so ago, but we've barely seen any of the single-player game. I'd like to see or play a good ten minutes somewhere past the cinematic tutorial where you first get the shotgun etc. What are the levels like, how's the flow? We don't know yet. But my vibe based on how they've described it and talked about it is very positive, and I like what we've seen so far.
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# ¿ Oct 25, 2015 22:02 |
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Bathtub Cheese posted:Who are you trying to convince? I'm trying to convince Bathtub Cheese that... I'd enjoy watching some gameplay of game Doom (2016) by id to see how the levels are. That's my thing. I just see a lot of negativity towards the game, but it seems to mostly be assumptions. At least when talking about id's game. Certain Affinity's multiplayer component has the alpha to go on anyway. We can be optimistic or pessimistic, it's all good, I just don't quite know where the negativity for the game we've barely seen is coming from. For example the important questions. Will be find a red skull key to open a door? Or, is it Half-Life 2 modern style, where we gather gave five skulls to fill a bucket that pulls a pulley to release a demonbird from a cage to fly through a hole which opens the door. They scrapped the Call of Doom version of the game years back, so we probably won't just watch a cutscene where you open the door at least. The most hilarious was Killzone 3, where there was a quick cutscene for any action other than walking in a straight line. There was probably a cutscene for half the doors in the game, hell maybe half the stairs too. Heavy Metal fucked around with this message at 00:40 on Oct 26, 2015 |
# ¿ Oct 26, 2015 00:20 |
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Klaus88 posted:Duke Nukem: attrition updated, if anyone cares. What in Zeus's name are you talking about, Duke is second only to Doom in having tons of great user content to this day. As you know since you just posted about it. Duke is alive and well! Always bet on Duke. Always fuckin bet on Duke motherfuck, always bet on Duuuuke.
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# ¿ Oct 26, 2015 05:47 |
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Cream-of-Plenty posted:We couldn't properly celebrate Hallow's Eve this year so we decided to reschedule it over Thanksgiving. All year I had been planning to go as Duke Nukum--sourcing the perfect red t-shirt, 40mm grenade casings for the bandoleer, blue jeans, et cetera. When I showed up in my outfit, my mom immediately cried, "Hail the King!" (or something like that, it was close enough) and invited me in. All of our family immediately knew who I was. Goddamn that's beautiful. Krowley posted:Anyone know how I can get Duke Plus to work with the latest High Resolution Project and Eduke32? Sure, here's a couple thingies. Have the DukePlus folder in your eDuke folder, and on your eduke launcher screen under Custom Content Directory pick DukePlus. For the DukePlus menu key, go into keybinds, rebind it to something else, then rebind it back to pgup or whichever key you want. There's a quirk where by default added commands for mods don't work until you manually set them in the menu. And to get HRP working with it you click the use autoload folder option with the HRP stuff in the autoload folder. And always bet on Duke. Bonus cheat tip, "spawn firstgunsprite" in the menu gives you the second pistol. Heavy Metal fucked around with this message at 17:37 on Oct 26, 2015 |
# ¿ Oct 26, 2015 17:33 |
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M.Ciaster posted:Man, I really wish I wasn't allergic to the way the mouse controls in Build. I love Duke 3D and I want to relive the middle school days when I played the poo poo out of it with friends but I just can't deal with that mouse, man. It's, like...overly precise and floaty at the same time. Fuckin' shame. Are you talking about the classic renderer, or have you tried the OpenGL ports (polymost mode in eduke, or megaton edition)? Feels like normal mouse look thats the same as GZDoom, Quake, or anything else to me. But the original renderer has that weird thing where if you look up and down it stretches and looks wacky, but still was good for the time. And I find eduke's mouse controls feel better than Megaton's. ArcturusDeluxe posted:they probably forget about the rest of the game. Heavy Metal fucked around with this message at 17:57 on Oct 26, 2015 |
# ¿ Oct 26, 2015 17:52 |
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GUI posted:Did anyone who play through the original Doom campaign with Brutal Doom have crashing issues in E4M2? It's crashing every time I activate the first switch and enter the room with the imps, shotgunners and lava: Are you using the latest gzDoom dev build, gzdoom-g2.1.pre-1307-g4e1723e.7z from over here? http://devbuilds.drdteam.org/gzdoom/ And are you using any other add-on thingies? I haven't played the Doom campaign with Brutal Doom so it could be a bug related to the mod I guess. Also it is the latest version of Brutal Doom? And just so I'm a tech support cliche, did you restart your computer? Heavy Metal fucked around with this message at 19:27 on Nov 1, 2015 |
# ¿ Nov 1, 2015 19:22 |
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Apparently the next Brutal Doom version includes the option to have a funny invisible mode instead of marines as well. http://www.moddb.com/mods/brutal-doom/news/invisibility-power-up-returns
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# ¿ Nov 3, 2015 21:42 |
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Mogomra posted:Just to be That Guy™, what is the source movie there? Hard Target. It's no TimeCop, but it is John Woo's first American movie, so that's something. Fairly watchable flick.
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# ¿ Nov 6, 2015 21:28 |
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PaletteSwappedNinja posted:Here's some new Bomshell footage. It looks a lot prettier than the last footage but holy hell is there a lot of terrible writing: Jon St. John is always a delight, what a living legend this guy is. I'm more interested in the Build engine Bombshell FPS tie-in "shareware" thingy they're doing, wonder when we'll see some of that.
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# ¿ Nov 18, 2015 19:50 |
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Shayu posted:I wanted personal opinions of veteran posters as to what I may like the most from the OP. Duke Nukem 3D Megaton Edition is the #1 choice since you dig SW and Blood, plus it's the king. Doom and Doom 2 definitely deserve your time, and so does Quake I'd say. But I can see why the maybe the bleakness of Quake or whatevers may put it behind the others there for you, but try 'em all I'd say. You'd probably also dig stuff like No One Lives Forever, but that's a bit less oldschool. Also if you don't mind configuring source port program thingies after buying a game, Duke 3D has eduke32, Doom 1 & 2 have GZdoom, Quake has Quakespasm, etc. Though Duke's Megaton Edition port on Steam is solid as well.
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# ¿ Dec 17, 2015 23:30 |
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I'm enjoying that Turok remaster there, thumbs up. Wild stuff.
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# ¿ Dec 18, 2015 04:11 |
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On the talk of ranking or comparing stuff like Doom, Duke Nukem 3D, and Quake... (my fav is Duke 3D), those right there are the best ever! They all aged like fine wine and are easily the top three for user made SP content. (including Doom 2 of course) Give me a new FPS with inventive level design like that, somebody. I do dig the Half-Life style of the more cinematic narrative adventure most go for, that's good too. Somebody make a new FPS with some levels that feel interesting and fun to check out. And preferably with a fast pace. And don't be afraid to go a bit abstract with it.
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# ¿ Dec 25, 2015 07:26 |
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ChickenHeart posted:I'm still waiting on Daikatana trading cards. I have Quake 2 action figures, including the mutant shark thingie, that seems almost as weird. Ok not quite as weird.
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# ¿ Dec 28, 2015 01:59 |
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ChickenHeart posted:I'm also still waiting for wave 2 of that line Hell yeah, hey never say never, I'm waiting for Half-Life 3. Here's a pic of that sweet shark toy:
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# ¿ Dec 28, 2015 02:16 |
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# ¿ May 15, 2024 10:50 |
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Thyrork posted:Restraining yourself to a certain collection of tools is important regardless of their availability at the time or not. If you dont, you get Duke Nukem Forever. While I agree it would've been great to have the Quake 2 DNF, 2001 Unreal DNF, and also the 2011 DNF, I for one am glad to have the 2011 DNF. I think the real lesson is don't change engines, just hire two or three more teams and make more Duke games at any given time. And always bet on Duke.
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# ¿ Jan 26, 2016 22:11 |