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Whiteiisome

opinion on Doom + Doom II

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Doom + Doom II is kinda out, what is your opinion on this new thing?

https://store.steampowered.com/app/2280/DOOM__DOOM_II/

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I had Ultimate DOOM & DOOM II on CD-ROM by GT Interactive Software, and Final DOOM.  I had to make some money and sold them on eBay.  Am I stealing for keeping the wads on my PC??

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I think it was great. A bit buggy but it's nice to have so much content bundled. If I knew this update would be a thing I'd never have bought Doom 2 on steam.

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I didn't hear about it until a few days after the update came out, and when I did, I thought it was cool. It was what got me back into Doom with it having all the expansions. And most importantly achievements (I love me my achievements)

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Well I played all of The Ultimate Doom in UV difficulty for the first time (I had never gone back to it after having finished it in HMP). I was going to play through all of the expansions in order but I was really curious about Legacy of Rust so that's what I'm playing now.

 

This is the most I have played DOOM in years, apart from playtesting my own levels, so yeah, I like it.

Edited by QuotePilgrim

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I like it a lot! Hope it gets a patch or two soon though. The clipped off weapon sprites at the bottom of the screen is annoying.

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14 hours ago, Whiteiisomeretard said:

Doom + Doom II is kinda out, what is your opinion on this new thing?

https://store.steampowered.com/app/2280/DOOM__DOOM_II/

 

Very good! Nothing much changed except that it runs more fps. I play it totally classic, I add a proper CRT filter on it and with a hard-on it feels exactly same as when I had it on my 486. I bless this release.

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It's a good vanilla+ type experience. The renderer is good with a few minor issues (I can sometimes see sprites not clipping against the floor properly). But I think, as with the Unity release, people need to realise this isn't necessarily targeted at us as a market - ie: the kind of people who can actually list their favourite source ports instead of going "Huh? What's a source port?", and temper their expectations accordingly.

Edited by Murdoch

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It is a good port if you wanna do vanilla stuff with little setup. If coop had more access to options like you can do in gzdoom,zdaemon etc then i would enjoy it more  but i would love for it to get that in a update. This port is mostly for console guys and for them they have a nice out of the box experience.

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I've been playing so much more doom now thanks to this port because of how much it simplified playing the game with a controller. I'm definitely enjoying it.

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Pretty solid port overall, definitely some things I would like to see fixed like E3M9 not playing the recorded SC-55 track or the IDKFA track and maybe not have the game crash when pressing use on single-sided walls with manual door actions (a friend of mine had the game crash in Doom's E3M5 that way). The mod page could be improved on, having a search bar to use would be a massive improvement as I find it unintuitive to find anything that isn't already popular or recently uploaded.

 

I also noticed that some things in some mods don't work right like Eviternity would have the intermission screens between levels would be all blacked out aside of the text displaying the level name and your stats. While playing SIGIL 2, I had numerous instances where monsters would somehow just walk all the way down below pits of lava, making it difficult to get 100% kills as you can't rely on the autoaim to take down the monsters that somehow got walked from one sector to another instantly. I don't recall that happening during my SIGIL 2 playthroughs back when it first released. Fixing some of these issues, especially with custom mods, would be good to see especially for console players.

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It was certainly exciting to get all the old assets, play Legacy of Rust and find a new appreciation for the Master Levels as well as the seeing a beefed up DOS version. As far as the Kex engine itself, strafing to the right when both strafe keys are pressed made it actually unplayable; as much as I tried to avoid it, I would still accidentally press them both at the worst possible times.

 

The crosshair that's enabled by default also felt oddly cursed without vertical mouselook, and I don't even use freelook in other ports.

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It has significant input lag for me, which renders the port pretty much unusable to me. Since this does not seem to be a widely reported issues, it might be something on my end; but I have no clue what it could be and if it doesn't work well out of the box on my system, why use it over a source port? I also don't care much about Legacy of Rust, so there is currently no real reason for me to ever use it, except for accessing the new assets and lumps.

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12 minutes ago, Gregor said:

It has significant input lag for me, which renders the port pretty much unusable to me. Since this does not seem to be a widely reported issues, it might be something on my end; but I have no clue what it could be and if it doesn't work well out of the box on my system, why use it over a source port? I also don't care much about Legacy of Rust, so there is currently no real reason for me to ever use it, except for accessing the new assets and lumps.

Try switching up the rendering options in the menu and see if that helps with the lag

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It's great to have a version of Doom that makes multiplayer extremely easy to jump into - I'm a sucker for Steam's invite features. And I'm always happy to see Nightdive get more work with Id, and to get more official Doom expansions. The whole release was a nice surprise.

 

There's certain details that give me the impression that it didn't have a lot of time available for development prior to initial release, like it could've used an extra six months. There's nowhere near the sorts of issues that were present in Unity Doom upon its initial launch, but there's features and details that don't feel like they were given enough time or priority to really bring them up to scratch. The whole mod browser and uploader, the SC-55 soundtrack being based on old quiet recordings that don't loop correctly, a fairly limited set of multiplayer features compared to other Doom ports (and again, mod browser limitations in this area). Weirdness with display options affecting input latency as hard as they do, etc.

 

Most of these are details that can be addressed in future patches (I have no expectations for expansions to multiplayer features, beyond maybe adding in-game mod browser support), but it makes me wonder what more time/resources could have brought to the initial release.

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5 hours ago, famicommander said:

Try switching up the rendering options in the menu and see if that helps with the lag

Thanks for the help, but I already tried that. Not using Vulkan seems to improve it a little but it shouldn't be there in the first place. Not using a render to reduce input lag is kind of a brute force solution. Maybe a future patch alleviates the issue. But then again, there are so many quality-of-life features this port is lacking compared to something like DSDA that it isn't really important to me if they fix it. I'm just a spoiled source port fanboy. ;)

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3 hours ago, Lollie said:

but it makes me wonder what more time/resources could have brought to the initial release.

It already had a lot of time put into it. For example the multiplayer, all that work went into rewriting the multiplayer from the ground up, a very necessary step needed for this port to even have online multiplayer at all given Doom's old netcode would have been a complete non option. I suppose all the work put into this port being kind of invisible is a sort of a compliment in the same way nobody notices a clean toilet, but seriously if you want to know all the work we do, just ask.

 

51 minutes ago, Gregor said:

Thanks for the help, but I already tried that. Not using Vulkan seems to improve it a little but it shouldn't be there in the first place. Not using a render to reduce input lag is kind of a brute force solution.

The graphic options are there explicitly because people have different hardware with different compatibility, PC's do not have anything close to a one size fits all standard. If one API works better for you, that's the thing you are supposed to use. It's not brute force at all.

To be clear, unlike what you might be used to with other ports, the renderer option here does not change the visual functionality. Vulkan, D3D11 and Software will all look identical.

Edited by Edward850

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44 minutes ago, Edward850 said:

The graphic options are there explicitly because people have different hardware with different compatibility, PC's do not have anything close to a one size fits all standard. If one API works better for you, that's the thing you are supposed to use. It's not brute force at all.

What I meant was this feels like treating the symptom rather than the problem. I don't remember any game where I ever had to switch renderers to fix input lag.

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5 minutes ago, Gregor said:

What I meant was this feels like treating the symptom rather than the problem. I don't remember any game where I ever had to switch renderers to fix input lag.

Certainly it beats us, we can't even reproduce the problem. However Kaiser has rewritten the presentation behaviour pending a new update so maybe that might address the problem for Vulkan.

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1 hour ago, Edward850 said:

I suppose all the work put into this port being kind of invisible is a sort of a compliment in the same way nobody notices a clean toilet

Sorry lol, I don't mean to minimize the work that did go into it. Back-end functionality and systems stuff like this does tend to be invisible, it's one of those things where people will only say anything if something feels wrong or missing. But the fact that multiplayer functions as easily as it does in a game as old as Doom is worth highlighting.

 

I will say, in my early experience with D+D2's multiplayer, one thing I found interesting is the difference in how the game handles movement VS world interactions (firing, using switches, etc), where movement feels local to me as a client, but world interactions have a slight delay while instructions are sent back to the host (across the ocean, in my case). As a result, movement rarely feels like it's impacted by long-distance connection, and so the only thing that I actively account for is the slight delay in firing - and even then I end up forgetting about it after some time. It is genuinely cool.

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