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skepticist
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Gez said:
You can be that observant (especially if you are an experienced speedrunner) but it doesn't change that they are quite subtle.

That is pretty much individual and depends on how well you know in-game behaviour of game you play in. Subtle you say? How about punching manco or arach? The one must be blind for not to see a difference. There are ports around where differences are much more minor.

Last edited by skepticist on 08-02-09 at 14:24

Old Post 08-02-09 14:18 #
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Solarn
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Gez said:

So GLBoom is not Doom.


So MBF is not Doom.


Yes, ZDoom changes a lot of stuff from Doom. It's not demo-compatible, or save-compatible. The trigonometry code (sine/cosine and tangent tables) are different (the original was slightly inaccurate). The physics code is more complex in a lot of places to account for slopes, since the ground is not necessarily flat anymore; so where MBF can make projectiles bounce off a floor with a simple "momz = -momz" ZDoom on the other hand factors in the slope of the floor. The projectile spawning code has also been changed a lot to behave better when firing with a pitch other than horizontal, and obviously that's not an issue for the original engine or any port without pitch.

Now despite all that, if you play it vanilla-like (which means not using extended features, even those from Boom/MBF, not binding keys to jump/crouch or looking up and down, not using mouselook, etc.), and set all the compatibility options to be the most vanilla ZDoom can, you'd have to be pretty observant to see the differences in gameplay. You can be that observant (especially if you are an experienced speedrunner) but it doesn't change that they are quite subtle.


GLBoom comes close (but only close) to not being Doom in my opinion, and I don't know enough about MBF to say anything.

Old Post 08-02-09 14:27 #
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Gez
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skepticist said:
How about punching manco or arach? The one must be blind for not to see a difference.


No need to be blind, just not that much into Tyson runs. These two monsters, my favorite ways to take them out are SSG/CG/SG/RL/PR/BFG in that order, with the melee weapons at the bottom of the pile.


Solarn said:

GLBoom comes close (but only close) to not being Doom in my opinion, and I don't know enough about MBF to say anything.


While it's all compat-optioned, MBF changes the way the monster behaves, making them aware of their surroundings so that they might go help their wounded fellows by attacking the same target, and otherwise preferring to choose a different target so as to avoid all ganging together on the same player (or friendly monsters, like the helper dogs).

Old Post 08-02-09 14:34 #
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myk
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Solarn said:
And Doom 3 is Doom 3.
My point is that its the same franchise, basically the same "story," and if you compare its game play with that of other FPSs, it's more meritable of being called "DOOM" than many others. And many people do say "DOOM" when they refer to DOOM 3, especially when they're less interested in or familiar with the classics, and have no need to make distinctions. Likewise, someone regularly using more modified ports might not care to make the distinction between "it's Doom" and "it's ZDoom" (or whatever port).


Exactly.
Well, you had said "a purist is closed minded" which is what I criticized there.


Are you arguing that Cyberdreams and Evil Eye, which fundamentally change the gameplay of Doom while leaving the engine (and the resources) largely untouched, are not Doom? And if so, then what are they?
Keep in mind there isn't a logical response to this, but a practical one. I think Evil Eye requires Boom compatibility, which makes it "Boom" under what we're discussing. Cyberdreams is a "Doom mod." It changes a lot of things (with emphasis on the Doom editing term) but can rely on the core functionality. You won't see changes to the way you can make jumps, key grabs or the general ways in which the game works. Is it Doom? Not as much as Memento Mori, for example.


GLBoom comes close (but only close) to not being Doom in my opinion
GLBoom has an easy way to set it up so it will run as Doom, with a compatibility setting, where all the stuff except some limits works quite like in the game out of the box. Personally, I rarely use GL settings because I feel the way lighting is rendered in the game is part of how it plays, although recent work by entryway and Graf Zahl has allowed methods that approximate software rendering rather well. In any case, when people say "not Doom" they tend to refer to elements more concretely tied to playability, like the fact that you can or can't grab some item from some exact location, how far an arch-vile pushes you up when it blasts you, and so on.


Gez said:
You can be that observant (especially if you are an experienced speedrunner) but it doesn't change that they are quite subtle.
You could say it that way. This is why sometimes it becomes an argument. People who play more casually or don't resort to the vanilla behavior often might not see what it's all about. But while subtle in that sense, they matter to some practiced players, where a smaller difference may define whether they can do some trick or stay alive in a pinch, so speed runners and dedicated online players are the first to demand compatibility settings or compatible engines to retain such subtleties.

Old Post 08-02-09 16:28 #
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esselfortium
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What the heck is this semantics battle all about? KDiZD is clearly Doom, though it is often quite un-Doomish in its gameplay -- un-e1ish in particular. As a reinterpretation of e1 by its authors, that's fine; they can do whatever they want with it, because the original episode isn't going to disappear anytime soon. However, it's really not a very good example to use if you're aiming for a remake or reinterpretation of original Doom/Doom2 maps or themes that's simple (layout/gameplay-wise, I mean -- visuals are largely independent of gameplay simplicity), straightforward, height-varied, interconnected, fast-paced, and whatnot.

But of course, it all depends on what you want this to be :P

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Old Post 08-02-09 16:52 #
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Solarn
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myk said:
My point is that its the same franchise, basically the same "story," and if you compare its game play with that of other FPSs, it's more meritable of being called "DOOM" than many others. And many people do say "DOOM" when they refer to DOOM 3, especially when they're less interested in or familiar with the classics, and have no need to make distinctions. Likewise, someone regularly using more modified ports might not care to make the distinction between "it's Doom" and "it's ZDoom" (or whatever port).

And I think your distinction between "DOOM" and "Doom" is a cheap way to say that a WAD is not Doom while maintaining that that's not what you meant at all. Doom is Doom, no need for alternative capitalizations. Is it that hard to call vanilla compatibility vanilla compatibility and thus avoid sounding like you're elevating it above the rest?

Besides, when people call a mapset bad because it's "not Doom", they more often than not mean, in your words, that it's "not DOOM". Otherwise why would not being vanilla compatible be a valid complaint against a mapset specifically made for a non-Vanilla port?


Well, you had said "a purist is closed minded" which is what I criticized there.

And I maintain that, since being a purist means you think "MY way is the right one and everything else is just cheap and wrong". That's what a purist is. If you simply enjoy vanilla mapsets the most, but acknowledge source ports as valid, then you're not a purist.


Keep in mind there isn't a logical response to this, but a practical one. I think Evil Eye requires Boom compatibility, which makes it "Boom" under what we're discussing. Cyberdreams is a "Doom mod." It changes a lot of things (with emphasis on the Doom editing term) but can rely on the core functionality. You won't see changes to the way you can make jumps, key grabs or the general ways in which the game works. Is it Doom? Not as much as Memento Mori, for example.

Then what exactly is "Boom" in your opinion? Does it allow for the gameplay differences in Evil Eye? After all, they do not specifically stem from the enhanced features. One could make a similar map in vanilla Doom too. And yet you are saying that because of them, it's not "Doom" any more, but "Boom". But then what would you call a similar map made for vanilla Doom?


GLBoom has an easy way to set it up so it will run as Doom, with a compatibility setting, where all the stuff except some limits works quite like in the game out of the box. Personally, I rarely use GL settings because I feel the way lighting is rendered in the game is part of how it plays, although recent work by entryway and Graf Zahl has allowed methods that approximate software rendering rather well. In any case, when people say "not Doom" they tend to refer to elements more concretely tied to playability, like the fact that you can or can't grab some item from some exact location, how far an arch-vile pushes you up when it blasts you, and so on.

Or the fact that "OMG how dare you use a variation of the Doom engine to create such an un-Doomlike map!?" (or the sentiment elaborated on in the next paragraph) Because that's what it is all about. KDiZD (or ZPack or Cheogsh or Daedalus or anything else) doesn't feel like the Doom they remember playing in 1994, so they refuse to admit it might be fun and indeed appropriate for the engine it's created for.


You could say it that way. This is why sometimes it becomes an argument. People who play more casually or don't resort to the vanilla behavior often might not see what it's all about. But while subtle in that sense, they matter to some practiced players, where a smaller difference may define whether they can do some trick or stay alive in a pinch, so speed runners and dedicated online players are the first to demand compatibility settings or compatible engines to retain such subtleties.

And that brings up another point. At times, it feels like the community is geared towards the hardcore speedrunners/demo creators, which can discourage more casual fans like me from taking part in it at all. In my opinion, neither source ports nor maps should be created with these people foremost in mind. The majority of fans are more interested in neat features and bugfixes than demo compatibility and the availability of speedrunning tricks.

Old Post 08-02-09 18:00 #
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esselfortium
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Sourceport features by themselves don't determine Doominess, or much else for that matter. Note that I'm not trying to write them off as useless or unpure -- quite the opposite: they make all sorts of new design and gameplay elements possible, but by themselves they don't determine how the game is changed. Claiming that wads made for vanilla are all somehow inherently doomier than something made for [insert port of choice here] is a rather odd generalization. One can make a wad making good use of all sorts of advanced port features and still retain Doomish in gameplay and design style.

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Old Post 08-02-09 18:26 #
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myk
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Essel, they do in two senses. Firstly, newly available features make their way into the community, changing design habits. They're all optional, but since they're there, they're more or less unavoidable as far as they're useful to those who have them at their disposal. Secondly, their implementation often demands changes to the behavior of the engine in ways which impact how the game is played, sometimes unexpectedly, sometimes in an obvious way. Designers using the new features can specifically try to imitate or follow the more classic behavior, and might do so in some respects, but it'll be different. If they want to create that original type of behavior, they're better off just sticking to its specs.


Solarn said:
And I think your distinction between "DOOM" and "Doom" is a cheap way to say that a WAD is not Doom while maintaining that that's not what you meant at all.
What? I use Doom in any context for the original executable, not just to say something about a WAD.


Doom is Doom, no need for alternative capitalizations.
Need? I've always spelled the game as DOOM, as in the official documentation and within the game itself, unless the context demanded otherwise (the Doom wiki always uses Doom, for example.) It only came naturally to say "Doom" for the engine. It's curious that you've become argumentative about my personal spelling usage. It's how I spell those things and distinguish between game and engine. Me, not anyone else.


Is it that hard to call vanilla compatibility vanilla compatibility and thus avoid sounding like you're elevating it above the rest?
To name Doom, the DOS executable? I use "Doom" all the time for the "vanilla engine" because I name it often. I might say "Doom doesn't run this WAD" of a WAD that requires a port. Sure is shorter than "the original executable doesn't run this WAD." Sometimes I do use other epithets or phrases, of course, if the context isn't clear.


Otherwise why would not being vanilla compatible be a valid complaint against a mapset specifically made for a non-Vanilla port?
What complaint, specifically speaking? The use in this thread came for a project for which the design orientation isn't defined yet and not for something that is established to be for an advanced source port. The original post suggested possibly using advanced port features and someone said he'd prefer otherwise, using the slogan we're discussing.


And I maintain that, since being a purist means you think "MY way is the right one and everything else is just cheap and wrong". That's what a purist is. If you simply enjoy vanilla mapsets the most, but acknowledge source ports as valid, then you're not a purist.
A purist is someone who strictly sticks to a certain form, it does not necessarily imply he'll try to force it on others. The term purist (sometimes "old schooler") has been consistently used in this community to refer to those who demand all sorts of compatibilities in the game to sustain game play consistency. Whether they've been intolerant of other people or not is an individual matter and not very different than in people who have been pushing to make changes to the game, who on the other hand can become intolerant by projecting an idea that the old game that hasn't been updated is a buggy piece of crap.


Then what exactly is "Boom" in your opinion?
Boom is that executable TeamTNT released in the late 90s.


One could make a similar map in vanilla Doom too.
If you were to do so, playing it would be under Doom's functionality (or could be, as that depends on what you use to play it.) None of the physics would be altered and Boom features would not be intervening.


KDiZD (or ZPack or Cheogsh or Daedalus or anything else) doesn't feel like the Doom they remember playing in 1994, so they refuse to admit it might be fun and indeed appropriate for the engine it's created for.
That statement assumes you know better about what they should like than they do. Try to avoid falling into that dogmatic pitfall.


At times, it feels like the community is geared towards the hardcore speedrunners/demo creators, which can discourage more casual fans like me from taking part in it at all.
A bunch of very productive or active guys that stick around here often like that stuff. Let me know when somebody tells you to fuck off for choosing to use or mod for any certain engine or the like, and I'll personally kick their butt. Try to think positively about what you'll do in regard to what you like, instead of moping negatively about different activity others create.

Also, port-specific stuff often ends up in the forums of the sites of those ports, when they have one. Don't blame Doomworld for ZDoom having its own forums.


In my opinion, neither source ports nor maps should be created with these people foremost in mind. The majority of fans are more interested in neat features and bugfixes than demo compatibility and the availability of speedrunning tricks.
That's totally up to the guy making the level set or coding the engine, and not to someone to dictate in general. I definitely wouldn't make a level set that's not geared toward what I enjoy, other considerations coming after that. See? Demanding or hoping that people interested in this stuff should have no engines or levels at their disposition really is narrow-minded!

Old Post 08-02-09 19:34 #
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skepticist
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esselfortium said:
Sourceport features by themselves don't determine Doominess, or much else for that matter. Note that I'm not trying to write them off as useless or unpure -- quite the opposite: they make all sorts of new design and gameplay elements possible, but by themselves they don't determine how the game is changed. Claiming that wads made for vanilla are all somehow inherently doomier than something made for [insert port of choice here] is a rather odd generalization. One can make a wad making good use of all sorts of advanced port features and still retain Doomish in gameplay and design style.


Sure, some port-specific wads are tend to be Doom in overall feeling while others had nothing to do with it. Wads for vanilla doom, despite the fact they can be conversions aswell (strain, scientist, etc.), is still playable with old executables. Any change in gameplay (adding new monsters, weapons) or game behaviour (allowing jumps, disabling infighting, adding new features) makes certain wad different from aestetics of Doom`93-94 (which is not necessary a bad thing) and thus it becomes a conversion. But zDoom have different approach to physics, and even if you will play Hell on Earth (doom2.wad) using that port it will be not the same in-game behaviour of doom2.exe. So, any map made for zDoom by default will be different in terms of gameplay to original .exe and this makes it less Doomish. Some may say differences are minor, but it`s all individual, and anyway - they are still there.
No offense to zDoom or zDoom wads, though. Back in 2008 i played UTNT, Cheogh and some other wads. They are all good projects in their own way.

Last edited by skepticist on 08-02-09 at 20:23

Old Post 08-02-09 19:48 #
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Abyssalstudios1
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I edited the start post to make my intentions clearer.

Old Post 08-02-09 20:25 #
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Solarn
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myk said:
What complaint, specifically speaking? The use in this thread came for a project for which the design orientation isn't defined yet and not for something that is established to be for an advanced source port. The original post suggested possibly using advanced port features and someone said he'd prefer otherwise, using the slogan we're discussing.

The complaints against many WADs with nonstandard gameplay elements or utilizing sourceport features more thoroughly than most. To name a few off the top of my head, Void, ZPack, Claustrophobia (not the 1024 megawad but the older ZDoom WAD) and Daedalus have all gotten complaints and negative reviews here in the forums and in the /idgames archive for "not being Doom".


If you were to do so, playing it would be under Doom's functionality (or could be, as that depends on what you use to play it.) None of the physics would be altered and Boom features would not be intervening.

Exactly. But the gameplay would still be the same that prompted a few people (or it may have been just one person) in the map's thread here to call it "not Doom", which you seemed to agree with.


That statement assumes you know better about what they should like than they do. Try to avoid falling into that dogmatic pitfall.

It's not about liking or not liking. It's about not even giving it a chance because it uses non-vanilla features and plays differently from what they expected. KDiZD's /idgames page is full of reviewers who only rushed through the first few levels, decided that it was "not Doom" and voted it down.


A bunch of very productive or active guys that stick around here often like that stuff. Let me know when somebody tells you to fuck off for choosing to use or mod for any certain engine or the like, and I'll personally kick their butt. Try to think positively about what you'll do in regard to what you like, instead of moping negatively about different activity others create.

Also, port-specific stuff often ends up in the forums of the sites of those ports, when they have one. Don't blame Doomworld for ZDoom having its own forums.

That's totally up to the guy making the level set or coding the engine, and not to someone to dictate in general. I definitely wouldn't make a level set that's not geared toward what I enjoy, other considerations coming after that. See? Demanding or hoping that people interested in this stuff should have no engines or levels at their disposition really is narrow-minded!


It's not really about actively bashing non-speedrunners, it's simply a general atmosphere. People have complained (thankfully, I never ran into that sort of thing in these particular forums) that a sourceport has broken a certain speedrunning trick and now they can't get the time they're used to on a certain level if using it. Demo compatibility is a constant issue, even if maintaining it would break a bugfix or optimization. Many maps, even those that are meant to appeal to larger groups, are made with speedrunning in mind, even if that sometimes leads to loss of enjoyability for casual players. And the average guy who just wants to play some wicked maps and maybe make a few, looks at all this and goes "Huh? Where do I fit in all this?"

Maybe it's the nature of gaming communities to grow more insular and skill-oriented with time (and the Doom community is one of the oldest remaining ones), but it's still not fun for newbies.

Old Post 08-02-09 20:35 #
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myk
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Solarn said:
for "not being Doom".
None of those are classic WADs, so they can get that sort of critique. Others get criticized for being for skilled players or for not offering something new, so?


But the gameplay would still be the same that prompted a few people (or it may have been just one person) in the map's thread here to call it "not Doom", which you seemed to agree with.
We don't all agree exactly on everything that makes something more classic. That's up to the eye of the beholder. And here we have two aspects that can make something classic; the engine behavior and the game play arrangement. Even WADs for advanced ports can be more or less classic according to what they do or use even if they're "not Doom".


It's about not even giving it a chance because it uses non-vanilla features and plays differently from what they expected.
It's presumptuous to assume these people haven't familiarized themselves with this sort of stuff and concluded it wasn't for them. Because I definitely have, and have acquired various very practical reasons based on game enjoyment as to why I choose what I prefer.


KDiZD's /idgames page is full of reviewers who only rushed through the first few levels, decided that it was "not Doom" and voted it down.
Once you know the general concept and design of something is not your thing, you quit playing it, and one might as well bother commenting if one tried it.


Demo compatibility is a constant issue, even if maintaining it would break a bugfix or optimization.
Demo compatibility is a central and critical objective of PrBoom. Other engines don't really deal with it, save Chocolate Doom that is a plain or true port, and Eternity that has decided to support Doom demos, but without getting in the way of any added features, which it has many. If you're not interested in demo compatibility, ignore it.


Many maps, even those that are meant to appeal to larger groups, are made with speedrunning in mind, even if that sometimes leads to loss of enjoyability for casual players.
That's like me complaining because too many WADs are for ZDoom. And I see a lot of those. Ever see me, this purist guy, do that?

There are a billion DOOM PWADs in the archive. There is no excuse for complaining at what people produce each day. Every WAD uploaded is a gift, not something by demand.


Maybe it's the nature of gaming communities to grow more insular and skill-oriented with time (and the Doom community is one of the oldest remaining ones), but it's still not fun for newbies.
Ports with their new features also have that aspect, making it more and more work for anyone who isn't keeping up with their developments or editing capabilities to edit for them or understand all their options and features. This community offers a lot for newbies, including a variety of ports that cater to different things, tons of levels of different types and difficulties and helpful people who are willing to answer questions.

Old Post 08-02-09 22:02 #
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Use3D
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hardcore_gamer said:
I though there was already a remake of Doom 2 to be found some place...


http://www.wadsinprogress.info/?a=listwads&wad=5

Anyway, shameless plug aside, if someone were to do a modest Doom2 remake with a few new features I think that would be something that could generate some interest. And if people think any of the new stuff is 'unDoom' it's really just a matter of opinion and of no real concern to whoever is running the show.
People that would vote down a particular wad because it doesn't meet some mystical gold standard of how a Doom level should be really can't be taken that seriously.

Old Post 08-03-09 00:25 #
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Pirx
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myk said:
I think DOOM II is good, and if the main drive behind such a remake is to "make something better" rather than "pay tribute to something we enjoy", I get the impression that stuff which is just different in some essential aspects, and possibly less enjoyable, will creep in there.




first, i think people should agree whether to include zdoom features or keep it boom compatible. zdoom allows a lot more, such as slopes, beastiary enemies etc, but this in turn might delay development and result in overloaded maps because i can. while i like zdoom, i'm more partial to boom considering megawads for demo compatibility reasons.

"pay tribute" would be the right approach. remake maps should be recognizable as their original doom2 counterparts, but with detail that is standard today (think of the "1994 wads tuneup" thread which is yielding nice results). kind of "how doom2 would have looked if computers were faster back then and id had more time to build maps". i don't mind weird maps as long as playability is good.

Old Post 08-03-09 03:20 #
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Every single source port that uses a Doom wad, has the same levels, and general gameplay is Doom.

Now stop arguing :(

Old Post 08-03-09 09:44 #
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Torn
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Some day I'd like to do a Flashback Doom 2. :P

Old Post 08-03-09 11:11 #
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arrrgh
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But you'd need true 3D for that... And part of Flashback was being able to see floors above and below you.

Old Post 08-03-09 11:30 #
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esselfortium
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arrrgh said:
But you'd need true 3D for that... And part of Flashback was being able to see floors above and below you.

Er, what? Flashback is a vanilla wad.

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Old Post 08-03-09 16:21 #
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Gez
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http://img6.imageshack.us/img6/7789/flashbacks.jpg

Old Post 08-03-09 17:10 #
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Super Jamie
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Gez said:
http://img6.imageshack.us/img6/7789/flashbacks.jpg

That's what I was thinking of too, and couldn't quite workout how someone would put that into the Doom engine.

I suspect Torn meant his, Espi and Erik's Flashback Demo?

Old Post 08-03-09 22:55 #
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ArmouredBlood
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Well since it's a sidescroller you could have separate platform levels for each height :P

Old Post 08-03-09 23:01 #
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Torn
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Super Jamie said:

That's what I was thinking of too, and couldn't quite workout how someone would put that into the Doom engine.

I suspect Torn meant his, Espi and Erik's Flashback Demo?



I meant the doom 2 version of that project. That is a project I want to make some day, but flashback needs to get done first then. :P

Old Post 08-04-09 05:07 #
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PhilibusMo
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Registered: 10-08


I started to build a remake once, where I tried to fit all the levels with the original doom 2 names so that it would make sense and look liek what it was suposed to look like, ie tenements actually look like tenements, but it was impossible to recreate the original doom atmosphere with the overhauled look and so it ended up turning from a remake into something more ambitious (work in progress). It just seems foolish to try to remake it when the end product will likely become completely different, also keep in mind that what one person hates about a level could be what another person loves about it so there would be no way to please everybody.

Old Post 08-04-09 11:42 #
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