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Hell's Vendetta
Junior Member


Posts: 232
Registered: 05-09


E3M8. It can be finished in less time than the very first map (or as quick).

E2M9. Nothing but a creature feature map.

Old Post 01-18-12 07:38 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 5065
Registered: 08-07


Never heard of Cyberdemon Lord, and of all the times I've fought cyberdemons, I had my attention way more concentrated on avoiding one-hit-kill missiles than being annoyed at them not firing directly out of the gun.

Old Post 01-18-12 08:40 #
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bimlanders
Junior Member


Posts: 170
Registered: 06-09



Technician said:
Asking if I had disappointments with Doom would be like asking someone who saw Star Wars back or King Kong opening night if they left the theater disappointed.


Eh not exactly, man. Maybe if said people watched those films a hundred times in the space of six months, then we'd ask them just how much further these films could have gone. That's what I'm asking: what features would you have wanted to see back then, after you'd taken all that time to fully digest the experience?

Old Post 01-20-12 21:00 #
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Cell
Senior Member


Posts: 1157
Registered: 08-10



printz said:
(...) the Spiderdemon from E4M6. [...]

Whaat? o.O

Old Post 01-22-12 16:14 #
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ForeverViLe
Mini-Member


Posts: 54
Registered: 01-12


I must admit that doom was great, However doom 2 was a bit disappointing.
I didn't like most of the maps and the addition of the annoying pain elementals.
Thanks god that there are thousands of maps and hundreds of wads available.

Old Post 01-22-12 18:02 #
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axdoom1
Mini-Member


Posts: 50
Registered: 05-11


I hate the horizontal auto-aim. It bugs me when I use the rocket luncher to kill fast moving targets.
I wonder why it's there. It isn't useful and not precise.
Piece of code that is the cause of this:

// see which target is to be aimed at
an = source->angle;
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);

if (!linetarget)
{
an += 1<<26;
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);

if (!linetarget)
{
an -= 2<<26;
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
}

if (!linetarget)
{
an = source->angle;
slope = 0;
}
}

http://img59.imageshack.us/img59/85...ntalautoaim.png
It's around 6° and it works with all projectile attack weapons (Rocket, Plasma, BFG).

Old Post 01-24-12 00:07 #
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Relic
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Posts: 83
Registered: 01-12


Nothing, I agree with chopkinsca on this one. It has survived for so long. Even though there are not always the best maps, but hey, what game doesn't have there odd bad maps?

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Old Post 01-24-12 15:09 #
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GoatLord
Senior Member


Posts: 1414
Registered: 07-02


Axdoom1, the horizontal aiming was probably implemented because in 1993, the idea of moving around in a psuedo-3D space was so new to most gamers that id probably felt they needed a bit of "guidance," even though it ultimately proves to be useless.

Old Post 01-24-12 16:00 #
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Jodwin
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Posts: 2741
Registered: 02-05


Too much recycled monster logic. Why do almost all projectile enemies simply shoot straight forward?

Old Post 01-24-12 21:14 #
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Pirx
Member


Posts: 560
Registered: 11-04



Jodwin said:
Too much recycled monster logic. Why do almost all projectile enemies simply shoot straight forward?


because they're, well, dumb. how else could doomguy take on hell alone and win?

i guess making them lead their shots would have required too much computing power for 93/94 hardware, as the graphics were already very demanding.

(also, a bit unfair for gamers not used with shooters. iirc, some quake bots were the first enemies i saw leading their shots, and armagon from the quake mission pack)

however, i like how monster behavior was tweaked to make up for this: the mancubus fires its first shot to the right, probably based on observing most players strafing first to the right. pain elementals aren't smart enough to stay behind and spam souls, they're simply slow. demons are pretty quick to they get in the way and eat your ammo while other enemies fire from behind.

Old Post 01-24-12 22:53 #
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axdoom1
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Posts: 50
Registered: 05-11



Jodwin said:
Too much recycled monster logic. Why do almost all projectile enemies simply shoot straight forward?


In Doom 64, the Cyberdemons' 3rd rocket will be aimed to a position calculated with your speed, distance and direction. That way, it's much more harder to kill it without dying.

Old Post 01-24-12 23:20 #
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Gez
Why don't I have a custom title by now?!


Posts: 7042
Registered: 07-07



Pirx said:
because they're, well, dumb. how else could doomguy take on hell alone and win?

i guess making them lead their shots would have required too much computing power for 93/94 hardware, as the graphics were already very demanding.


Well, not really. Plus, leading shots is not the only way they could use to vary projectile behavior. Look at Hexen with its Serpent Staff and Dark Bishops. Or the bouncing, seeking magma skulls thrown by the Heresiarch. (To a lesser extent, the second explosion from the Death Wyvern's fire breath is also a little twist on projectile behavior. Nothing to do with movement per se, though.)

Old Post 01-25-12 00:12 #
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Cell
Senior Member


Posts: 1157
Registered: 08-10



Jodwin said:
Too much recycled monster logic. Why do almost all projectile enemies simply shoot straight forward?

What did you expect? If a group of HK's worked on a strategy, they would take Doomguy out in no time.

Old Post 01-25-12 16:04 #
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Ubik
Forum Regular


Posts: 708
Registered: 04-03


I'm actually still disappointed that Doom 2 didn't keep some of Doom 1's cooler textures, like many of the techbase walls and the hanging Baron corpses from E2M8. Why would you trade those out for "brown wall #7209"?

Old Post 01-25-12 19:37 #
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Cell
Senior Member


Posts: 1157
Registered: 08-10



Ubik said:
Why would you trade those out for "brown wall #7209"?

What is that?

Otherwise, I share your point. It was in just the meantime when I actually mapped for a D2 community project which disabled any new textures. DAMN, I so missed REDWALL1, COMPTILE and various others.

Old Post 01-25-12 20:28 #
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Vermil
Senior Member


Posts: 1223
Registered: 03-04



axdoom1 said:
In Doom 64, the Cyberdemons' 3rd rocket will be aimed to a position calculated with your speed, distance and direction. That way, it's much more harder to kill it without dying.
I've wondered about this; is it true or is it just peoples imagination?

Old Post 01-25-12 21:32 #
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axdoom1
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Posts: 50
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It's true. I remember one time in level 18, I was strafing left and the cyberdemon shooted a rocket to where I was going. That's why it's hard to beat it when you are very close, you won't have the time to react. The cyberdemon in the original Doom is so easy to kill compared to Doom64.

Old Post 01-25-12 21:54 #
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Face23785
Junior Member


Posts: 171
Registered: 04-11


I'm sure it's true, but honestly I never noticed it. I always thought the D64 cyber was harder to kill because it's faster and the rockets it fires are also faster. It takes some getting used to though, it looks taller and thinner than the original version. It still looks plenty badass though.

Old Post 01-25-12 23:27 #
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GoatLord
Senior Member


Posts: 1414
Registered: 07-02


I just wish it had more contrast. Its muscularity and harsh looking skin isn't as apparent in the N64 version.

Old Post 01-26-12 04:40 #
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Ubik
Forum Regular


Posts: 708
Registered: 04-03



Cell said:

What is that?

Otherwise, I share your point. It was in just the meantime when I actually mapped for a D2 community project which disabled any new textures. DAMN, I so missed REDWALL1, COMPTILE and various others.



Not a specific texture, just the fact that Doom 2 has so many boring "brown/gray/green wall" textures in place of some of the cooler ones from Doom 1.

Old Post 01-26-12 05:09 #
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Mr. Chris
The term is "prehensile"


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The lack of some Doom textures in Doom 2, crappy E2 and E3 secret levels and lack of full rotations for the lesser two former humans.

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Old Post 01-26-12 16:25 #
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Vortex Lord
Warming Up


Posts: 12
Registered: 10-11


DooM:
1) Being unable to jump, levitate above the enemies. Need to kill them to pass trough;
2) Easy final boss.

DooM II:
1) Arachnotron, nasty little bastards but fun to kill with sawed-off;
2) Pain Elemental, more annoying from what it spits. Again fun enemy to kill;
3) No improvements to the engine!

The Ultimate DooM:
1) No new content except a hard new episode.

Old Post 01-26-12 17:31 #
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_bruce_
Forum Regular


Posts: 799
Registered: 11-07



GoatLord said:
I just wish it had more contrast. Its muscularity and harsh looking skin isn't as apparent in the N64 version.


The sprite's model sucks in comparison to the original.

Old Post 01-26-12 18:29 #
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