DooM thread
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.
I agree, and I would actually add that I found Doom II's (as well as Thy Flesh Consumed's) levels a lot more interesting, once they stopped trying to make them look like actual 'places', and upped the ammo/monster count. In Doom I (Eps. I-III) virtually never used the rocket launcher except against barons and the Cyberdemon, and the BFG only against the Spiderdemon or in the rarest of circumstances.
Once hitting Thy Flesh Consumed, there was enough ammo, and enough threatening situations that I started using those weapons a lot more often. E4M9 starts me in the middle of a mass of monsters? BFG. Archvile? BFG. Huge group of chaingunners hidden in a monster closet? BFG. Doom I and II became much more fun once the ammo- and bodycount lifted and the level design stopped attempting pseudo-realism.
There's no "certain degree" about it, that game was super rushed @_@ Bugs galore, a lot of things where looking at the code, you can tell they were supposed to act one way, but don't. I was reading through all the .plan notes for Quake a while back, and there were so many things they never had time to implement into the game.
Not to mention, a lot of people might argue that they shouldn't have let Sandy Petersen make a whole episode by himself.
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There's no "certain degree" about it, that game was super rushed @_@ Bugs galore, a lot of things where looking at the code, you can tell they were supposed to act one way, but don't. I was reading through all the .plan notes for Quake a while back, and there were so many things they never had time to implement into the game.
Not to mention, a lot of people might argue that they shouldn't have let Sandy Petersen make a whole episode by himself.
You'd think they would take their time with the game to make it more revolutionary than DooM, but apparently not. I think the only reason why it got so popular in '96 was because of the fact it ran on a true 3D engine and could support true 3D objects unlike Doom (aside from the fact it sort of revolutionized multiplayer over an internet connection), which used psuedo-3D programmed into a 2D engine.
mr_bigmouth_502
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Last night I beat "Inferno". The Spider Mastermind was disappointingly easy; 3 or 4 shots with my BFG and he was down for the count. I managed to get to the secret level as well, which was quite entertaining, and I made rather good use of rocket jumping to beat E3M7. I feel pretty proud of myself for beating all of these episodes using only keyboard controls, no vertical jumping, no mouselook, and no cheats! (Unless you count movement techniques like straferunning and rocket jumping.
) It may not seem like a big thing, but a lot of people just cheat their way through, and I think DooM is a lot less fun when you cheat.
Now I'm on "Thy Flesh Consumed" which from what I understand was not part of the original game, but was added with "The Ultimate DooM". It's insanely challenging. I literally can't get past the first couple rooms without getting slaughtered.
Also, if anyone wants to know how I rocket jumped without using vertical jumping, basically if there's a short gap you want to cross, and there's a wall behind you, turn to face the wall, then fire a rocket at the wall while running backwards. No sourceports required, it works on Chocolate DooM, so it should work just fine on vanilla DooM, and any other versions that don't allow for vertical jumping. It takes a few tries to get it down, so I recommend saving before you try it so you can reload if you mess up.
I almost forgot to mention, despite being big and intimidating, the Cyberdemon is actually pretty easy to beat as well. Just remember to circle strafe, and shoot at him until he dies, literally! I recommend using the plasma gun, as most of the other weapons either don't fire fast enough (rocket launcher, BFG) or do enough damage per hit (shotgun, pistol, chaingun). As well, the rocket launcher's splash damage can't hurt him, so direct hits are your only option with it, and those are incredibly difficult to pull off when you're fighting him.
iddqd and idkfa nuff said!
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With good timing, Spidie's HP is just shy of the BFG's practical maximum damage output, if the blast and all of the trace-rays hit. A one-shot kill is doable.
The first two levels of Thy Flesh Consumed were probably the most difficult in the entire series. The opening level of E4 literally has 9HP's worth of healing items in the entire map. Taking too much damage in the opening room by itself can basically screw you over for the level. E4M2 (a Romero level) is better on the healing, but still massively difficult.
mr_bigmouth_502
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Almost forgot to post this:
That's kind of the point. The DooM source code when it was first released was made to run on Linux, and every sourceport since can trace its roots back to this version. Chocolate DooM was made to approximate the look and feel of the original game, bugs and all, on newer systems. Some people like having extra features like higher-resolution graphics, 3D models, and such, and while these features can be nice to have, they kind of take away from the experience in my opinion.
ZDoom, the most popular sourceport for modding, goes so far with the "extra features" angle that it actually breaks compatibility with a lot of older maps and mods, and as such they actually had to put in hacks for specific levels in popular WADS like TNT: Evilution. It's similar to how some older console emulators have hacks built in to improve compatibility or speed with certain games, to make up for inaccurate emulation or slower CPU speeds.
Yup, I'm a crotchety old git who was born 10 years too late.
I remember my first time playing Doom was on a virtual Windows 98 machine that I installed Doom II on when I was 13 (about a year ago). I remember finding the Arachnotrons so annoying on MAP07: Dead Simple, and having trouble beating MAP13: Downtown because it was just that bad of a drag, took me at least 20-30 minutes to beat the bloody level once I found the keys and figured out where you needed to go to beat the level.
My second experience was mainly with Doom 64 and the PSX Doom TC. I remember getting unnerved by the games ambient tracks, more so when I was playing Doom 64. I remember playing on Level 13: Dark Citadel and getting so tense and creeped out that I would jump at the sound of the dart traps going off, I would end up hiding in the starting room waiting for the darts to hit the wall so I could continue my progress.
(Doom 64 is scarier than Five Nights at Freddies, in my opinion. I'll explain why sometime.)
mr_bigmouth_502
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My laptop has been having issues with its graphics card, so I decided to set up the desktop my friend gave me. It's a pretty nice machine, Core 2 Duo E8500, 4GB of ram, and a Radeon 5770. Anyway, I decided to install Xubuntu 14.04 on here since I haven't decided if I want to hold onto this machine's motherboard yet, and I don't want to waste one of my Windows 7 keys.
It turns out Chocolate Doom is in the Ubuntu software center, so I've installed it, and it's running good so far, but I've noticed that the music is very quiet compared to how it was on Windows. I'm using the OPL emulation, and I have the volume for it turned up all the way. It's most noticable in the song that plays during the first demo on Doom 1. Has anyone else experienced this?
mr_bigmouth_502
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Alright, I just beat The Ultimate DooM! I did it on Ultra Violence, keyboard controls only, no cheats, on the Chocolate Doom sourceport. I'm thinking of doing DooM II next, it's going to be interesting taking out the Icon of Sin without mouselook.
I might try a WASD + mouse setup this time, since the vanilla engine does allow using the mouse for turning (and strangely, forwards/backwards movement), so it would still be true to the original game.
I loved Doom and Doom 2. They're still great. No plot. Great monsters. Great weapons. Great levels.
Hated the third one but this seems to have been the template for so many modern shooters.
Here's Lego Doom:
[youtube]http://www.youtube.com/watch?v=gbSa6vLH6xk[/youtube]
It's no good - I shall have to dig the originals out tonight ![]()
mr_bigmouth_502
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^Doom's plot isn't very deep, but it is kind of a cool idea. Basically, the main character (known as Doomguy) was sent to a base on Mars' moon Phobos, for attacking one of his superiors after refusing to follow orders to fire on civilians. On this moon base, it just so happens that scientists are working on some secret teleportation technology. Something goes wrong with the technology, Deimos, the other moon, disappears, and portals to Hell open up, unleashing all sorts of hellspawn that kill everyone on the base except for Doomguy. Many of the dead soldiers are resurrected and become demonically posessed, turning on Doomguy. Doomguy then fights through the Phobos base, until he is killed and finds himself on the Deimos base, which is floating above Hell. Doomguy then fights through the Deimos base and Hell itself, and manages to emerge from the afterlife back on Earth. While on the path from Hell to Earth, he takes the opportunity to seek revenge for the death of his pet rabbit, Daisy. When he finally arrives on Earth, he sees that the demonic invasion has spread to Earth, so he decides to fight off the invasion himself, while Earth's remaining civilians evacuate the planet.
There are many small details missing, but you get the gist of it. It's the story of a soldier who tries to be a hero, ends up in the right place at the right time, dies in battle, ends up in Hell, fights his way out of Hell, seeks vengeance for his dead pet, then makes a heroic sacrifice and finally redeems himself.
I first played Doom when it first came out and I can remember it being one of those wow moments you get when you experience something that's so much better than anything that came before it.
I remember my Dad saying he got hold of a demo at work and I could go in and play it at his work if wanted but I was like meh. When I eventually played it it was the most awesome thing I ever experienced.
I had all the Doom versions up until Doom 3, including Doom Aliens.
mr_bigmouth_502
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Is it just me, or does DooM II have too many levels that revolve around fighting off hordes of constantly spawning enemies? I can also swear that several of the levels were designed with straferunning in mind, even though straferunning allegedly wasn't discovered until a year after the release of the first game... DooM II came out just under 10 months after DooM.



