Vermil Posted April 30, 2011 The various bad guy hitscan attacks all have the same accuracy, except the Sargeant/Spider Demon attack fires 3 at once vs the others only firing 1. The Doom2 manual does state that the Spider Demon has a "super chaingun", whereas the Heavy Weapon Dude is simply stated to have a chaingun. 0 Share this post Link to post
Alfonzo Posted April 30, 2011 rocket propelled flame-throwers {...} barrage of shotgunsDid I miss something? When did this obsession with launching firearms come about? I'm struggling with the possibility of a rocket propelled flame-thrower functioning like anything other than a water hose with the pressure turned up. Confusing things in Doom. There are plenty, for sure, but most of them can safely be refuted with the realization that it's a game and not at all that representative of reality... unless of course you're talking about continuity and such, in which case the confusions are even more numerous (what's so special about the Commando that he gets to keep his weapon in the final death frame and the Sergeant doesn't?). With a bit of digging around I could really only come up with one that actually bothered me a little bit, and that was the BFG flash emanating from behind the muzzle rather than in front of it. Barmy. 0 Share this post Link to post
Dragonsbrethren Posted April 30, 2011 HWGuy said:I never understood why the sound effects for PSX and N64 Doom were changed from the PC. There was some sort of trouble reusing Bobby Prince's stuff, for whatever reason, so all of his custom sounds were replaced. I remember reading this in an interview with Aubrey Hodges but I forget where now, so I can't link to it. I only remember it because I had never heard that the PSX port guys couldn't reuse the original sounds before; I always thought it was their personal choice to replace them. Whatever the issue was, it must've either been cleared up before the newer ports that do reuse the sounds, or completely forgotten about. 0 Share this post Link to post
DoomUK Posted April 30, 2011 HWGuy said:I never understood why the sound effects for PSX and N64 Doom were changed from the PC. I think I'm the only person on here that thinks both the music and sounds in Doom-O-Playstation/Doom 64 were superior to that of the original games. 0 Share this post Link to post
Megamur Posted April 30, 2011 DoomUK said:I think I'm the only person on here that thinks both the music and sounds in Doom-O-Playstation/Doom 64 were superior to that of the original games. I actually hear people say this a lot. I'm divided on it, personally. Some of Aubrey Hodges' sound effects are better than Bobby Prince's, and some are worse. And you can't even compare the music. 0 Share this post Link to post
Xaser Posted April 30, 2011 I think both of them fit in Doom 64 perfectly. It's PSX Doom with its mixed resources that weirds me out a bit. 0 Share this post Link to post
Fletcher` Posted April 30, 2011 Megamur said:4. There's a sector effect that causes a sector's ceiling to raise like a door, five minutes after a level begins. It does this one time, stays open briefly--for the same amount of time as a standard "door open close" door--and then closes forever... What's the point of this thing? It could also be used in conjunction with a boom conveyor belt to trigger something else happening, such as teleporting exploding barrels and crushers to simulate a base's reactor blowing up. :P 0 Share this post Link to post
Foodles Posted April 30, 2011 st.alfonzo said:With a bit of digging around I could really only come up with one that actually bothered me a little bit, and that was the BFG flash emanating from behind the muzzle rather than in front of it. Has anyone mentioned that the cyberdemon's rockets don't fire out of his arm but appear to come from his crotch? 0 Share this post Link to post
Megamur Posted April 30, 2011 Foodles said:Has anyone mentioned that the cyberdemon's rockets don't fire out of his arm but appear to come from his crotch? On a similar note, despite having two shoulder-mounted launchers, Revenants fire a single missile seemingly from their face. 0 Share this post Link to post
Alfonzo Posted April 30, 2011 Foodles said:Has anyone mentioned that the cyberdemon's rockets don't fire out of his arm but appear to come from his crotch?Yeah that’s a pretty confusing one as well. The Mancubus fireballs also appear to fire from his chest cavity rather than his flame-throwers, something which disturbs me even more granted that there isn't any sort of "hole" with which to grant explanation, however absurd (or falic), as is with the case of the Cyberdemon. EDIT: And then there's the Revenant, as Megamur pointed out. Good heavens, it's a minefield! 0 Share this post Link to post
Stupid Bunny Posted April 30, 2011 Also, note how the sergeants and zombiemen will be holding their rifles with different hands depending on whether they're facing right or left. 0 Share this post Link to post
yellowmadness54 Posted May 1, 2011 DoomUK said:I think I'm the only person on here that thinks both the music and sounds in Doom-O-Playstation/Doom 64 were superior to that of the original games. There wasn't music on those console versions, it was dark ambience. On the PSX version, it really took the atmosphere of doom away. When i play doom, I want to feel like I'm watching an 80's-90's sci-fi action horror film. DOOM64, however, sense it was not the PSX version and a different game, it fit better sense it was a darker game, with less of a actiony-comic book feel to it. 0 Share this post Link to post
Baby Bonnie Hood Posted May 1, 2011 HWGuy said:I never understood why the sound effects for PSX and N64 Doom were changed from the PC. N64 I can understand since the graphics were also changed. I dunno about the PSX, but at least it gave us better weapon sounds. Just listen to that BFG make its impact... 0 Share this post Link to post
yellowmadness54 Posted May 1, 2011 st.alfonzo said:Did I miss something? When did this obsession with launching firearms come about? I'm struggling with the possibility of a rocket propelled flame-thrower functioning like anything other than a water hose with the pressure turned up. Barmy. http://world.guns.ru/grenade/rus/rpo-a-shmel-e.html RPO-A 0 Share this post Link to post
Mithran Denizen Posted May 1, 2011 The weapon described in that article works nothing like the mancubus' fireball launchers. 0 Share this post Link to post
yellowmadness54 Posted May 1, 2011 Mithran Denizen said:The weapon described in that article works nothing like the mancubus' fireball launchers. its closer than an average flamethrower, which is what the Mancubus is described with. 0 Share this post Link to post
C30N9 Posted May 1, 2011 Also the Revenant's attack sprites shows that he fires from the 2 launchers, however only 1 comes out. Also the chaingunner's death sprites shows breaking chaingun from his hand, while another one can be picked up by the player, so how come he has 2 chainguns? 0 Share this post Link to post
Megamur Posted May 1, 2011 Baby Bonnie Hood said:I dunno about the PSX, but at least it gave us better weapon sounds. Just listen to that BFG make its impact... The BFG impact sound was pretty good, though I liked the thumping charge-up sound from the PC version better. And the shotgun and explosion effects always struck me as somewhat underwhelming in the PSX ports. The plasma gun sounds cooler, though. C30N9 said:Also the Revenant's attack sprites shows that he fires from the 2 launchers, however only 1 comes out. I already said this. Also the chaingunner's death sprites shows breaking chaingun from his hand, while another one can be picked up by the player, so how come he has 2 chainguns? st.alfonzo already said that. 0 Share this post Link to post
C30N9 Posted May 1, 2011 Megamur said:I already said this. st.alfonzo already said that. Wasn't paying attention for that, sorry. The N64 and PSX sounds are incredibly awesome, the demons pain sound looked more demonic to me, the BFG had a louder noise. To add for the topic: Why E4M8 have well hidden secrets while they are not marked by secret. If he didn't care about this because the intermission screen is not shown after then why did he mark only one? 0 Share this post Link to post
StevieWolfe Posted May 1, 2011 Coopersville said:The clickity-clack sound that plays from time to time in the background. What is it? I assume it's something like the clopping of hooves on the floor, but I don't know what monster the sound is linked to. I can honestly say I don't know what you're talking about...thats the first time I've ever heard of that and I've not noticed it in game before. As for the PSX/N64 vs PC sounds...I enjoy the PSX sounds so much more. The give the game so much more atmosphere, which is definitely what a good port should be aiming to do. 0 Share this post Link to post
J-selva Posted May 1, 2011 StupidBunny said:Also, note how the sergeants and zombiemen will be holding their rifles with different hands depending on whether they're facing right or left. Don't most monsters have this "ambidextrous" characteristic? Even a lot of custom monsters. It seems like an easy way out. 0 Share this post Link to post
C30N9 Posted May 1, 2011 Well they hold guns in different hands because the sprite for them that looks to forward-right is used the same for forward-left, so it comes mirrored, causing issue in hands. Speaking of this even the imp's sprites are also used for mirrors. Even when he is attacking. You see him lifting his hands 2 sprite frames and if you turn quickly you would see him lifting his other hand. 0 Share this post Link to post
J-selva Posted May 1, 2011 Hence the characteristic. Also, I love PSX and N64 Doom sound and music. 0 Share this post Link to post
jobro Posted May 5, 2011 What's most strange though is why did they put up the commander Keen dolls at level 32 in Doom2? 0 Share this post Link to post
Varis Alpha Posted May 5, 2011 Romero has stated that it was a joke since after Wolfenstein 3D their games where filled to the brim with violence and blood, something Commander Keen did not have. So they put the main character from a non-violent game into a very violent game to kill as a funny easter egg. 0 Share this post Link to post
Reisal Posted May 5, 2011 Why is E4M9 in the techbase motif as opposed to the rest of the episode which consists of the gothic stone/wood/metal theme? 0 Share this post Link to post
Marcaek Posted May 5, 2011 Mr. Chris said:Why is E4M9 in the techbase motif as opposed to the rest of the episode which consists of the gothic stone/wood/metal theme? It's still very much a fortress like most of E4, but different enough to be appropriate as a secret level. 0 Share this post Link to post
printz Posted May 5, 2011 Mr. Chris said:Why is E4M9 in the techbase motif as opposed to the rest of the episode which consists of the gothic stone/wood/metal theme? In order to make a contrast. Notice also how it's the only level in episode 4 with exit-branded doors. 0 Share this post Link to post
Megamur Posted May 5, 2011 jobro said:What's most strange though is why did they put up the commander Keen dolls at level 32 in Doom2? This is likely a stab from the ill-tempered Adrian Carmack, who disliked working on the cutesy Commander Keen games, and had a somewhat poor working relationship with Tom Hall, who basically created Keen. 0 Share this post Link to post
neubejiita Posted May 5, 2011 Coopersville said:The clickity-clack sound that plays from time to time in the background. What is it? I assume it's something like the clopping of hooves on the floor, but I don't know what monster the sound is linked to. That might be the Imp idle sound, I think that is what you mean. It sounds like it belongs to the pigdemons, but it is the idle sound of an Imp wandering around looking for you. Maybe it is their language? I like that sound, as well as the Imp camel noise they sometimes make when you kill them. 0 Share this post Link to post