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epiccolton26
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22 Sep 2014, 6:32 pm

I'll have to admit I only like DooM II for the Super Shotgun. :|



epiccolton26
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22 Sep 2014, 6:50 pm

Hey, Bigmouth, have you played DooM 64? If you have, what is your opinion on it?



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22 Sep 2014, 7:40 pm

I emulated Doom 64 a long time ago, I remember it being really dark. :P It's on my backlog alongside the Aliens TC, Chex Quest, and Final Doom. I also want to play through Doom II with the Vanilla or Chocolate engine some time, mainly so I can finally beat the Icon of Sin the "proper" way without using mouselook or noclip.



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22 Sep 2014, 8:25 pm

I personally found Doom 2 to be better over 1 for a very simple reason:

Larger monster variety. A game like that, much of it is very, very dependent on that aspect. And 2 added a bunch of interesting new foes here, so there's more variety to the combat. It also added quite a few new things to the game engine itself, though those wont be apparent (or known at all) to many players.

I figure, it's basically the same game + new stuff, when not thinking about the levels themselves, so there's little reason for me NOT to like it. What I dont like with sequels is when they CHANGE something that was already there and didnt need to be changed. Doom 2, fortunately, did not make this mistake. It JUST added stuff.



epiccolton26
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23 Sep 2014, 5:00 am

Misery wrote:
I personally found Doom 2 to be better over 1 for a very simple reason:

Larger monster variety. A game like that, much of it is very, very dependent on that aspect. And 2 added a bunch of interesting new foes here, so there's more variety to the combat. It also added quite a few new things to the game engine itself, though those wont be apparent (or known at all) to many players.

I figure, it's basically the same game + new stuff, when not thinking about the levels themselves, so there's little reason for me NOT to like it. What I dont like with sequels is when they CHANGE something that was already there and didnt need to be changed. Doom 2, fortunately, did not make this mistake. It JUST added stuff.


People will sometimes complain about a sequel having nothing new to it other than some additions to it, but I find DooM II good as it is right now, at least it didn't go the complete sequel overhaul if you know what I mean. :wink:



epiccolton26
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23 Sep 2014, 5:17 am

As for my opinion on DooM 64, I think it is a great N64 classic and it's personally my favorite out of the DooM games made with id Tech 1, combined with the ominous ambient music, advanced colored lighting, and scripting, this is my favorite DooM game.



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23 Sep 2014, 9:07 am

mr_bigmouth_502 wrote:
Wolf3D was a great game for its time, but it amazes me how much more advanced Doom was, despite only being released about a year and a half later. The first time I played Wolf3D was actually when I tried the Apple IIGS port on this website that hosted an in-browser IIGS emulator. It was certainly a noble effort on the part of the developers, but it couldn't hold a candle to the original PC version which I tried later on DosBox. Ironically, I actually played Doom before I played the PC version of Wolf3D, and even though Wolf3D was more primitive, I still thought it was a pretty cool game.


Oh yeah, Doom was a huge advance over Wolf3d, no doubt of it. I do think Wolf 3d was a really great game for what it was, it was just outdated pretty quickly by Doom.

mr_bigmouth_502 wrote:
You mentioned that you would buy 10-packs of network cards and return them after using them. Did the store you got them from mind it when people did this? XD


Well, it wasn't me, it was someone in our group. I've got no idea if the salespeople minded but around that time the only people buying 10 packs of LAN cards were probably people setting up office networks or people wanting them for a quick Doom meetup, and a geeky college student probably would be assumed by the salespeople to be the latter, but the guy in our group who did it apparently got away with it.

mr_bigmouth_502 wrote:
I think it's funny how people often credit Quake as being the first "true 3D" FPS, because Descent came out at least a year before Quake. I don't think it ever became as popular as Quake though, probably because the 6-degree-of-freedom movement gave people motion sickness and vertigo.


Interesting. I certainly don't remember Descent coming out before Quake necessarily, but do know those were out around the same time. Descent was a great game too but darned hard, like after you completed the level you had to do a mad dash to the exit against a timer before everything blew up, and controlling that ship was not easy. I just remember it was incredibly easy to get disoriented in that game - turned around, upside down with no idea where the enemies were. It must have been one of the first games that could take advantage of the (by today's standards) primitive 3d cards of that time like the Voodoo 3d. I guess it played without it but when I finally got a 3d card the lighting effects in that game were so much better than without one, it was like a whole new experience. Also, maybe I'm remembering incorrectly but seems to me that Descent used a licensed copy of the Quake engine? Or maybe that was another game - I wan't to say it was called Forsaken or Heretics or something like that - it used the Quake engine but it was more of a D&D style game.

mr_bigmouth_502 wrote:
I agree, Doom II was kind of a let down. The levels aren't as fun, and the additions it has over Doom 1 are rather minimal. People seem to prefer it for some reason though, so I keep it around just for playing mods. It's not a bad game, but Doom 1 was better. ;)


Yeah, I wouldn't go so far as to say Doom 1 was better - at the end of the day Doom 2 is probably better overall, it just did not live up to the anticipation and the hype, I'd say.

mr_bigmouth_502 wrote:
I've never played the Aliens TC, though I've been meaning to try it since I've heard a lot of good things about it. Is it true that it was more talked about on Usenet than Doom II when it came out?


Can't help you there. I did read Usenet around that time but Usenet was divided into so many thousands of forums, I doubt I was even reading the pertinent ones.



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23 Sep 2014, 6:40 pm

Hexen II used the Quake engine, and Heretic II used the Quake II engine, so when you mention "D&D style", those are probably the games you're thinking of. The engine used by Descent was pretty advanced for 1995, but it was definitely more primitive than the Quake engine. http://en.wikipedia.org/wiki/Descent_%2 ... #Rendering

I often wonder why the DooM engine was as limited as it was. It was BSP-based, but it couldn't do room-over-room, and paradoxically, unlike the earlier Wolfenstein 3D engine, it didn't support pushwalls either. This makes the hidden Wolfenstein-themed levels on DooM II feel kind of weird, since the doors slide upwards instead of to the side. The walls and everything are way taller too. :P



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23 Sep 2014, 11:24 pm

Dear god, I'm on E3M6 (Mt. Erebus), and I f*****g HATE this level. I mean, it's a unique map and it would probably be great for deathmatch, but on singleplayer I just find myself running in circles trying not to die or run out of ammo. There's also this room where when you go in it, even after you kill everything there's no way out, and I can't find a switch for the life of me. The next time I play I'll take a screenshot so you guys can see what I'm talking about.



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24 Sep 2014, 1:13 am

^^ I remember that level. Its the one with the skins all over the walls, right?



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24 Sep 2014, 5:07 am

ScrewyWabbit wrote:
Yeah, I wouldn't go so far as to say Doom 1 was better - at the end of the day Doom 2 is probably better overall, it just did not live up to the anticipation and the hype, I'd say.


From what I've read, wasn't DOOM originally only available as shareware (which you could then order the full version), and DOOM ][ was released commercially?

I wasn't into PCs at the time, so I don't know how true it is.


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24 Sep 2014, 5:11 am

mr_bigmouth_502 wrote:
I often wonder why the DooM engine was as limited as it was. It was BSP-based, but it couldn't do room-over-room...


It certainly didn't suffer because of this, though ;) Duke 3D used hacks to fake room-over-room and underwater areas. I think it would have made the automap a little more confusing...and look at today's games, they can all do room-over-room, but most of them don't really bother. Not a lot of Z action in most games.


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24 Sep 2014, 2:32 pm

staremaster wrote:
^^ I remember that level. Its the one with the skins all over the walls, right?


It's the one that takes place in a volcanic crater, and there are skin textures on a lot of the walls, like some of the other levels in "Inferno".

SabbraCadabra wrote:
ScrewyWabbit wrote:
Yeah, I wouldn't go so far as to say Doom 1 was better - at the end of the day Doom 2 is probably better overall, it just did not live up to the anticipation and the hype, I'd say.


From what I've read, wasn't DOOM originally only available as shareware (which you could then order the full version), and DOOM ][ was released commercially?

I wasn't into PCs at the time, so I don't know how true it is.


That was the case. DooM 1 wasn't released as an on-the-shelf retail product until "The Ultimate DooM" in 1995. This is probably part of the reason why DooM II was more popular, as it was available retail upon release, and most people probably didn't want to bother with mail-ordering the full version of the first game.

SabbraCadabra wrote:
mr_bigmouth_502 wrote:
I often wonder why the DooM engine was as limited as it was. It was BSP-based, but it couldn't do room-over-room...


It certainly didn't suffer because of this, though ;) Duke 3D used hacks to fake room-over-room and underwater areas. I think it would have made the automap a little more confusing...and look at today's games, they can all do room-over-room, but most of them don't really bother. Not a lot of Z action in most games.


There are a number of levels, particularly on the in the 2nd and 3rd episodes, that allude to overlapping areas, but don't really have them due to the limitations. I think it would have been neat if they figured out a way to hack them in, but I can understand why they didn't, as it already had enough trouble running well on the 386 machines of the time.

I like the way Duke3D handled room-over-room, even though I understand it's not as seamless as what later games would do. It works well enough that you barely even notice it, save for when you blow open that manhole cover on E1M2 and jump down into the sewer. :P It didn't really make the automaps much more complicated than the ones on DooM, in my opinion, though from playing Descent II which is much more RoR-heavy (and also using an actual "3D" engine), I can see how an automap in such a game could be confusing.

Modern shooters have crap level design. They put all of the detail into the graphics, but not the actual level architecture. One of the things I like about older shooters, and DooM in particular, is that the levels can be incredibly sprawling and complex with a lot of things to explore, and they aren't just a series of linear corridors with some nice-looking foliage. You actually have to use your brain to figure out a typical DooM level. Unfortunately, the trend of dumbing down the level design began as early as Quake, when they decided to remove the "use" key and thus killed the potential for a lot of puzzles in the process. It seems like a small thing, but DooM levels tend to have more traps and puzzles built into them, and I like that.



Last edited by mr_bigmouth_502 on 26 Sep 2014, 2:31 am, edited 1 time in total.

epiccolton26
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24 Sep 2014, 4:26 pm

mr_bigmouth_502 wrote:
The trend of dumbing down the level design began as early as Quake, when they decided to remove the "use" key and thus killed the potential for a lot of puzzles in the process. It seems like a small thing, but DooM levels tend to have more traps and puzzles built into them, and I like that.


I know what you mean, I remember first playing Quake on DOSBox, and it may not seem like it, but having the doors and switches being used automatically was sort of a big change to me since I'm always used to pressing whatever key I have for "use" in Doom. I kinda hated it, to be honest, because I would always end up pressing my "use" key, only to realize in a matter of seconds that the doors and switches were automatic.

:x At least they kept switches that would activate when you fired at them.



epiccolton26
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24 Sep 2014, 4:33 pm

mr_bigmouth_502 wrote:
I think they could have done a near-perfect port if they used the Jaguar CD. If I recall correctly, with some small hacks it could even load custom levels made for the PC version.


I remember once someone made a sort of DooM II for the Atari Jaguar, it was made through hex-editing the original Doom 1 Jaguar Port (I saw a video of it on YouTube, you'll need to take your time looking for the video itself, though), but DooM II itself was never released for the Jaguar by id Software or anyone else that worked on the Jaguar Port.



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24 Sep 2014, 5:09 pm

epiccolton26 wrote:
mr_bigmouth_502 wrote:
The trend of dumbing down the level design began as early as Quake, when they decided to remove the "use" key and thus killed the potential for a lot of puzzles in the process. It seems like a small thing, but DooM levels tend to have more traps and puzzles built into them, and I like that.


I know what you mean, I remember first playing Quake on DOSBox, and it may not seem like it, but having the doors and switches being used automatically was sort of a big change to me since I'm always used to pressing whatever key I have for "use" in Doom. I kinda hated it, to be honest, because I would always end up pressing my "use" key, only to realize in a matter of seconds that the doors and switches were automatic.

:x At least they kept switches that would activate when you fired at them.


They could have done a lot more with the shootable switches on Quake, but they didn't. I think it's because Quake's development was rushed to a certain degree; they were originally going to make it an action platformer, then an RPG, then they changed it to a shooter at the last minute.



Last edited by mr_bigmouth_502 on 24 Sep 2014, 10:32 pm, edited 1 time in total.