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Woolie Wool
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40oz said:
I don't really understand what this "realism" conversation is about. Granted Doom 2 had some pretty weird stuff in it, but if you ask me they captured the realistic aspect of it too, just in a much more low-def form. I mean, if you ask me, this area in MAP16: Suburbs easily looks like an abandoned condo if you use your imagination. Especially when you compare it to the drab monotony of Ravenholm in "OMG THE MOST REALISTIC GAME EVER" Half-life 2.


Ravenholm is about the worst example you could have used because Ravenholm was drenched in atmosphere and as creepy as fuck. The only place in HL2 that was creepier was Nova Prospekt. Half-Life 2 in general had no shortage of atmosphere.

Old Post 05-09-10 17:42 #
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EvilNed
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fatal error said:


Perhaps thats why Ultimate doom is ported to more systems than Doom 2. Example: Doom for the iphone.



Or maybe it's because if you're gonna port Doom to anything, you might as well start with Doom 1.

Old Post 05-09-10 17:50 #
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40oz
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Woolie Wool said:


Ravenholm is about the worst example you could have used because Ravenholm was drenched in atmosphere and as creepy as fuck. The only place in HL2 that was creepier was Nova Prospekt. Half-Life 2 in general had no shortage of atmosphere.



What the hell? Are you kidding me? You constantly run around inside of apartment buildings that are all basically identical. Just some square rooms with crappy hardwood floors, torn up wall paper and doorways in and out of each one. Throw some old matresses, a table with a tv on it, a cardboard box and some milk cartons and you got yourself a new room. Doom was the same thing minus the props.

Old Post 05-10-10 00:48 #
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Mr. T
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fatal error said:


Perhaps thats why Ultimate doom is ported to more systems than Doom 2. Example: Doom for the iphone.




Doom 1 also had smaller architecture, less enemies, etc. in order to be able to run on a 386. Doom 2 required a better computer.

Old Post 05-10-10 02:49 #
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Aldaraia
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40oz said:


What the hell? Are you kidding me? You constantly run around inside of apartment buildings that are all basically identical. Just some square rooms with crappy hardwood floors, torn up wall paper and doorways in and out of each one. Throw some old matresses, a table with a tv on it, a cardboard box and some milk cartons and you got yourself a new room. Doom was the same thing minus the props.



On the contrary, I remember much more in Ravenholm. Running across rooftops as you avoid those freaks chasing you and climbing up pipework, sneaking through alleys while desperately fighting those headcrabs and a classic brawl in the graveyard. Ravenholm was frightening.

Old Post 05-10-10 04:33 #
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phi108
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With Doom, you have the initial basic setup of an FPS, so good level design is gameplay-intensive, and many agree that Doom 1 is superior to Doom 2. (I guess Romero did a super job of introducing the world to Doom with E1, though maybe playing that episode first hardwired all our brains to beleive that E1 gameplay is the best there is.)

But with the Source engine and Half Life 2, you have more lighting, sounds, scripting options, so you can make a horror/apocalypse/etc experience beyond what Doom can do, similar to what a movie does. It can have inferior gameplay to Doom, but people can be distracted by the experience. In my first HL2 playthrough, I didn't know what to expect. I just enjoyed the story and the atmosphere, but it does fail in replayability. The gameplay in H2 feels annoying and like a chore to complete, so you deal with it to see the new plot points like in HL2 EP2, but then you forget about it and go back to Doom where gameplay was the focus because that's all the engine could do.

Old Post 05-10-10 04:54 #
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Mr. T
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phi108 said:
With Doom, you have the initial basic setup of an FPS, so good level design is gameplay-intensive, and many agree that Doom 1 is superior to Doom 2. (I guess Romero did a super job of introducing the world to Doom with E1, though maybe playing that episode first hardwired all our brains to beleive that E1 gameplay is the best there is.)

But with the Source engine and Half Life 2, you have more lighting, sounds, scripting options, so you can make a horror/apocalypse/etc experience beyond what Doom can do, similar to what a movie does. It can have inferior gameplay to Doom, but people can be distracted by the experience. In my first HL2 playthrough, I didn't know what to expect. I just enjoyed the story and the atmosphere, but it does fail in replayability. The gameplay in H2 feels annoying and like a chore to complete, so you deal with it to see the new plot points like in HL2 EP2, but then you forget about it and go back to Doom where gameplay was the focus because that's all the engine could do.



Yeah HL2 was pretty fun the first time through, but I never felt the need to replay it, it's just not really fun. TBH the best game from the HL canon was Opposing Force, and that wasn't even made by Valve lol

Old Post 05-10-10 05:14 #
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40oz
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Aldaraia said:


On the contrary, I remember much more in Ravenholm. Running across rooftops as you avoid those freaks chasing you and climbing up pipework, sneaking through alleys while desperately fighting those headcrabs and a classic brawl in the graveyard. Ravenholm was frightening.



That's what I'm saying though. You do run across rooftops. Monsters do chase you. You do sneak through alleyways. Doom has the same shit. It's just not portrayed as well as a game that came out 6 years later. But it's definitely there. As I had already described in a few posts above, Doom 2 may not have the greatest maps, but I can still see what things are SUPPOSED to be. We're talking about level design anyway aren't we? That's what I'm defending.

Old Post 05-10-10 06:15 #
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esselfortium
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A bit more episode-specific texture and decoration usage would have gone a long way towards making Doom's locations feel more believable. Seeing the same UAC-techbase doors and computers and blue carpets and such adorning apartments and the like really didn't help set a convincing location, and swapping them out for something more theme-appropriate would have probably made a big difference without having to change the map structures themselves.

Old Post 05-10-10 07:03 #
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Woolie Wool
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40oz said:


That's what I'm saying though. You do run across rooftops. Monsters do chase you. You do sneak through alleyways. Doom has the same shit. It's just not portrayed as well as a game that came out 6 years later. But it's definitely there. As I had already described in a few posts above, Doom 2 may not have the greatest maps, but I can still see what things are SUPPOSED to be. We're talking about level design anyway aren't we? That's what I'm defending.



Well 1994 maps have a lot of those same features, but that doesn't mean they aren't hideous, ugly pieces of shit. Does the words "art direction" mean anything to you? What about "atmosphere"? I'm sure there's some shitty mid-90s wad set in a pyramid or tomb with Egyptian textures and it might technically have all the things AV map20 has, but it won't be one tenth as scary, and it CERTAINLY won't feel like something straight out of a twisted, evil mockery of an Indiana Jones movie like Misri Halek does, because the craftsmanship is not as good, the texturing sloppier, the textures uglier, the lighting more simplistic, and the atmosphere nonexistent.

The vanilla Doom 2 maps have ugly rooftops, ugly alleyways, generally ugly everything. They're just plain ugly, especially Sandy Petersen's maps. And many of them just don't look like any goddamn thing (see map06, map09, map10, map11, map17, map21, etc.).

Last edited by Woolie Wool on 05-11-10 at 18:53

Old Post 05-11-10 18:48 #
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40oz
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esselfortium said:
A bit more episode-specific texture and decoration usage would have gone a long way towards making Doom's locations feel more believable. Seeing the same UAC-techbase doors and computers and blue carpets and such adorning apartments and the like really didn't help set a convincing location, and swapping them out for something more theme-appropriate would have probably made a big difference without having to change the map structures themselves.


Absolutely agreed. There appears to be much less of city appropriate textures available which is why I don't think Doom2's level design is at fault for why it appears to not look as good as oh say, the cities in Duke Nukem 3D.

I mean, there are tons of brown brick textures, but only a handful of windows, and pretty much no door textures or other city-styled things like graffiti and street lights and such which make it hard to create the homely environment that was to be desired. For what they had, I think they did a pretty damn good job.

Old Post 05-11-10 19:07 #
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DeathevokatioN
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And I'll take some of those hideous looking 1994 wads over most modern wads that have hideous gameplay.

But whatever... haha

Last edited by DeathevokatioN on 05-11-10 at 19:41

Old Post 05-11-10 19:13 #
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Clonehunter
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Maes said:


You win the thread. Here's an internets.



This pretty much applies to anyone of you fags who actually read this shit... Including me.... So yah, I'm in the fag club now too....


Anyways, I think Myk up thier hit this right on the spot. (his first post, so I agree with all that.)

And, yes, ID did have Peter Pan in mind when making this game.

Old Post 05-11-10 21:36 #
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