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Grazza

Post Your Doom Picture (Part 2)

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5 minutes ago, Aquila Chrysaetos said:

That's because it's vanilla compatible. If it had been done in GZDoom, a version superior to actual Doom 64 could've readily been done.

That said, I like Doom 64 for Doom II better than Doom 64, regardless, because what was done in it is rather impressive.

 

Don't know what would've been the point of recreating the game as a GZDoom exclusive. Would've better to just stick to EX in that case, I think.

 

I enjoy it for what it is, but it's never going to replace the original for me. Doom 64 forever.

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RHazagV.png

Finished PSX Doom TC. I'm disappointed that they took so many maps from TNT and the Master Levels, but not Plutonia.

I'll pick up the Lost Levels at some point and play it.

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@Aquila Chrysaetos Well, I thought the same at first but after finishing the Lost Levels Plutonia doesn't really work in PSX form. TNT and the Master Levels do however.

 

Btw, how come your gun has more of its back visible? Is that a different SSG from the one included in the main package or something?

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2 minutes ago, Agent6 said:

Btw, how come your gun has more of its back visible? Is that a different SSG from the one included in the main package or something?

I don't know. I was playing with the same settings I usually do, except for the increased gamma so I could see.

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The real PSX Final Doom had an updated SSG sprite (just like how the Final Doom HUD is different), but I believe it's an optional extra in the TC, presumably not enabled by default if you didn't get it Agent. I think PSX Plutonia had its own charm and was definitely distinct from anything else across the two games, but the ones that stick out for nostalgia are Congo, Aztec, and Baron's Lair, which is only half of what they included. A lot of Plutonia's maps were probably quite easily portable (see the GEC project), so looking back although Master Levels and TNT stole the show, I do think they could have got more out of Plutonia.

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7 minutes ago, Eris Falling said:

The real PSX Final Doom had an update SSG sprite (just like how the Final Doom HUD is different), but I believe it's an optional extra in the TC, presumably not enabled by default if you didn't get it Agent. I think PSX Plutonia had its own charm and was definitely distinct from anything else across the two games, but the ones that stick out for nostalgia are Congo, Aztec, and Baron's Lair, which is only half of what they included. A lot of Plutonia's maps were probably quite easily portable (see the GEC project), so looking back although Master Levels and TNT stole the show, I do think they could have got more out of Plutonia.

 

I know FD has a gray HUD and a redrawn SSG sprite if that's what you mean, I have both enabled in the options of the launcher, what I don't understand is why more of the back of his weapon is visible, and the skin appears wider or something.

 

This is how mine looks:

 

Spoiler

 

 

 

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I did some testing and I was able to recreate what you're seeing by enabling "PC status bar aspect ratio." I can see more of the back with it disabled, though still doesn't seem to be as much as Aquila's shot, which seems closer to the original, though still not quite right (notice the black region extending from the face) edit: or maybe that's because of the increased gamma.

Psx-attack-07.png

 

EDIT: Here's how it appears for me

Screenshot_Doom_20180817_221102.png

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I used ZDL to launch the PSXDoom.pk3 with ZDoom32 directly, instead of using the .bat, if that makes any difference.

Anyway, I picked Ancient Aliens back up, still going through from pistol start on each map.

I broke a small part of one of the arenas in MAP10, somehow.

RXj2A7k.png

 

And I caught a beautiful scene in MAP11.

vVJzlNP.png

Stopped on MAP12 because I need to jump on Scythe X for Doomworld Megawad Club. I'll probably get back to it tomorrow after I inevitably become frustrated with Eternal Doom.

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Just started making my second map, here's some screenshots of it:Screenshot_Doom_20180818_174458.png.e15f7d53255a47d792e0cf4f2bfc838a.pngScreenshot_Doom_20180818_174317.png.6bddade1f6522b96a4788266618ab8ff.pngScreenshot_Doom_20180818_174421.png.5ba9f9d7570307112ae32385cf7805e2.png

There's another pic that I want to show but it doesn't seem to upload for some reason. I'll try to upload it maybe later.

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So I 'zerked my first cyberdemon today.

w8HDskH.png

I had to reload and try again so I didn't end up with twenty health. It also turns out that I wasn't supposed to do that, because later I released a Mastermind and a ton of other monsters in this map.

Eternal Doom MAP14.

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5 hours ago, A.Gamma said:

Map 2 is done.

Awesome screenshots and one sexy HUD! Seeing new actors there, am I correct presuming those are defined through DECORATE and, as such, this episode would be for ZDoom-based engines?

 

EDIT: I see now that there are slopes, so I would assume that yes, it is for ZDoom.

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3 hours ago, Aquila Chrysaetos said:

So I 'zerked my first cyberdemon today.

w8HDskH.png

I had to reload and try again so I didn't end up with twenty health. It also turns out that I wasn't supposed to do that, because later I released a Mastermind and a ton of other monsters in this map.

Eternal Doom MAP14.

That looks like pistols only from Eternal Doom

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I'm still thinking about checking that wad, but I've heard the progression is quite obtuse.

 

If that's true then it's not something I'm willing to deal with.

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2 minutes ago, Bridgeburner56 said:

It's puzzley/switch hunting in the extreme. I probably would not have the patience for it anymore to be honest.

 

Oh, exactly what I hate the most. I've played confusing maps before and they weren't worth my time at all.

 

So in this case, I am definitely not playing it.

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Who will win?, Hectic The Fallen Seraphim?, Or Kaiser Her Brother And Lord Of Fire And Tecnology? Place your bets :v

Screenshot_Doom_20180818_164330.png

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