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Cerazor

Best way to experience Doom 64 today?

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EX, and on the original console with a curved CRT that's slightly green because it's starting to die.

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I think I reached the limit of "How many Pain Elementals is too many Pain Elementals?" 3 levels ago.

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I did it. I beat DOOM64.

 

Only got two Demon Keys though. Guess I'm not a true Doomer q-q.

 

Anyway. It atleast had a decent boss fight unlike Spider Mastermind and the Icon of Sin.

 

I noticed that DOOM64 has level geometry that is flat out impossible in og, DOOM. That was interesting. Perhaps the DOOM64 engine allows a true 3d space?

 

I'd say for a DOOM game it's decent. Plays like Quake 1 too much for my liking though, not enough weapon feedback.

 

Maps are super pretty and detailed. The new enemy Sprites grew on me. Some didn't. E.G The Arachnotron and Imp.

 

I like how maps like MAP19 and 24 force you to keep moving and pick off your opponents one by one. And use them against each other.

 

If there's a downside; I'd say the Maps get a bit too samey? 

 

I really wish the terrain destruction effects were used more. 

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13 minutes ago, Cerazor said:

I noticed that DOOM64 has level geometry that is flat out impossible in og, DOOM. That was interesting. Perhaps the DOOM64 engine allows a true 3d space?

Nope! It's all smoke and mirrors. And skillful level design.

 

The one thing it has for it is that it can render walls (and sprites) "behind" a lowered sky. This ability, combined with the sky hack, lets you see stuff both above and below a ceiling, but only in sectors where the ceiling is a sky. A good example of this is right at the start, the four hovering pads right at the entrance of Staging Area.

 

Another trick it uses is using macros to change a sector's floor and ceiling heights while you can't see it. This allows it to have sectors in both a "lower" position and an "upper" position and to make it feel like that you have room-over-room this way. In reality, playing the level in multiplayer would allow you to observe the fakery as another player goes through the stairway and you see the geometry sneakily reconfigure itself. Of course, Doom 64 does not support multiplayer...

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I still happily play my Nintendo 64 cart on my Sony PVM. 

 

My preferred controls:

Analog stick for movement

Z to fire

A and B to cycle through weapons

C left and right to strafe

C down for action button

C up for map

Start for pause

 

It runs at a rock solid 30 FPS, which is almost unheard of for an early N64 game. 

 

The only pain in the ass is changing the brightness and controller settings every time you turn on the game. Saving to the memory card doesn't save user settings, which is dumb.

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9 minutes ago, famicommander said:

 

The only pain in the ass is changing the brightness and controller settings every time you turn on the game. Saving to the memory card doesn't save user settings, which is dumb.

Yikes.

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Also. DOOM64 doesn't have that weird nausea inducing warp to everythimg when you use Mouse look. Whats up with that?

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Ahh that's just Doom64 EX using OpenGL. If you play Doom in a modern port (ie Zandronum) and select hardware rendering rather than software rendering, the world won't stretch and skew when you look around.

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Explanation of the phenomenon: Y-shearing

DelphiDoom has some trickery to allow to eliminate that issue in software mode, despite not changing the rendering algorithm.

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I can't be the only person here worried that Retribution might inevitably be faced with a cease and desist. 

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On 8/20/2019 at 4:05 PM, Cerazor said:

Something about Doom 64 just feels off to me. It's not even Audrey Hodge's score. I wanna say it's something about the Weapon's, their sfx and feedback. I'll stick with it. 

 

Literally everything about Doom 64 feels off to me. It feels more like a half-baked Quake 1 clone than Doom. Glad other people like it though.

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21 hours ago, Murdoch said:

It feels more like a half-baked Quake 1 clone than Doom.

 

I know right? 

 

But I can't help but feel it has some of the best level design of retail DOOM's.

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There are aspects of the atmosphere and map design I like. I am tempted to try Retribution particularly due to the improved animation. I found many of the levels obtuse in design. I have not played it in years though, so this time around I might enjoy it.

 

But the Mancubus still looks like a giant mutant rodent.

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On 9/9/2019 at 2:48 PM, Doomkid said:

Ahh that's just Doom64 EX using OpenGL. If you play Doom in a modern port (ie Zandronum) and select hardware rendering rather than software rendering, the world won't stretch and skew when you look around.

 

Almoat forgot to say thank you! I actually got super used to not using mouselook. Made sniping chaingunners in Plutonia very dicey.

 

It does make the game a bit... dark though...

 

 

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On 8/23/2019 at 2:50 AM, seed said:

 

Mancubi*, same principle as succubus or incubus :p .

 

 

Yep. GEC PSX Doom/Doom 64 is meant to be a reverse-engineered source port of the games but running on an ancient version of GZDoom, unlike EX which is running on KEX. For a first try I'd recommend using one of them, then something else.

 

 

Why tho?

Sorry for late reply, friend. Thanks for explaining that about the Mancubi, it made me confused for a long time. i see English uses more Latin words than Spanish...

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About the GEC Master Edition, I hate when people starts questioning about which is better or what's the difference between A or B for example. This Doom64 Master Edition was made for a personal cause, not for to say "Doom64 [GEC] Master Edition is the best way to experience Doom 64 nowadays" like other projects did.

 

If a person is gonna ask which is better or worst, better not play GEC Master Edition.

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