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mattjoes

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About mattjoes

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  1. mattjoes

    Dimension of the Boomed

    I played this. It's awesome. Congratulations! In its intricacy and high-quality detail, it reminded me of Arcane Dimensions -- especially Necropolis. Great combination of Doom combat with Quake aesthetic. It borrows from both games but feels enough like its own thing (The Witch House -- wow!) A question: Quake has a number of visual "themes" to its levels, but from what I remember, it moves more liberally between them than, say, Doom, which essentially just goes from techbase to hell. For future episodes of this, do you have any ideas regarding the visual progression in terms of textures and locations, for the sake of distinguishing each episode from the others? Or is the approach going to be more spontaneous, free-flowing?
  2. mattjoes

    Doom: Lost Alpha

    I played this and enjoyed it. The detailing is modern but the levels keep that old-school feel about them. With the desks, chairs, lockers, bathrooms and corpses hanging around the place, it feels like a living, breathing place.
  3. This is the bump this thread needs! I played this map and enjoyed it quite a bit; it kept me on my toes and there was always something interesting happening. It had a clear episode 2 vibe, with its varied use of textures, and intricate, mazey layout that merits thorough exploration, contrasted to episode 4's more open, in-your-face map style (the northern room is the one that felt closest to E4). The use of those white concrete walls also recalls Sandy, of course. Overall, I'd say my immediate impression is that, in its layout, this map is more E2 than E4, but the use of E4 textures and its difficulty take it into E4 territory (for instance, the dark hallway behind the yellow key reminded me of And Hell Followed, in its aesthetic, and Hell Beneath, in its combat). It truly does feel like a hypothetical Sandy map from E4. Do take all these comments with a grain of salt, since I haven't given that much thought to what makes an E4 map; I'm just working from gut feeling here. But anyway, solid map that feels true to the original game. I found something to fix: in the blood-filled area to the east, the stairs with lights on the floor, from which a bunch of zombiemen come out, are incorrectly set to be damaging floors. Yeah, here's hoping it gets finished. The screenshots look(ed) too good to let the project die.
  4. mattjoes

    Doom 64 for Doom II - /idgames link is up

    Just wanted to say: this is an very interesting concept. Perhaps some day the reverse could be attempted? Doom '93 levels converted to Doom 64 style.
  5. mattjoes

    20 Years of Doom 64.

    Ah yes, Doom 64! I love this game for several reasons, the first of which is that I really wanted to play it back in the day but couldn't. I'd visit Blockbuster with my dad to rent a film every once in a while, and while searching for a movie, I'd go to the video game shelves, to look at the back of the Doom 64 cartridge box. I'd get excited about those graphics; such modern-looking monsters and weapons when compared with Doom '93! Unfortunately I didn't own a Nintendo 64 and didn't know someone who did, so I couldn't play it. Years later I finally played it on an emulator, and it was a blast. The fact I couldn't handle the controls very well (I didn't have a gamepad, d'oh!) didn't matter much. Aesthetically, the game was exquisite. the graphics (that redesigned Pinky!), the color palette (with those dark purples, browns, greens and reds), the sinister ambient music and sound effects (especially those of the guns). Together, it all worked wonderfully. The levels themselves were splendid, as well. They were of a smaller scale than Doom 93's, and more rectangular, but they were just as good. The new weapon was so exciting to use, and the final boss exciting to fight! The next time I played the game it was the Absolution version. I remember it was a bit of a chore to set up, but once I did, it was great! The differences with the N64 version weren't noticeable to me, at the time. Now I could control the game properly. Great fun! And then the Doom 64 EX version... a great achievement, no doubt. The game still holds up after 20 years, just like Doom '93. Today I can appreciate its level design even more. For me, 64 is, alongside the original Doom, the best commercially-released single-player campaign. As I said, I enjoy its relatively small scale when compared with, say, Doom II. The maps aren't too big, and the monsters aren't too many, so there's always the opportunity to look at each level and visually take it in. In the Void, in particular, has a terrific concept and just to be in that place is gratifying. And the early maps prove square rooms can be interesting! The traps, the changing environment all add to the fun. So, Happy 20th, Doom 64!
  6. Fun idea! I downloaded the file. From a native Spanish speaker, some suggestions for better translations, if you don't mind (CAUTION, LONG POST AHEAD!): DOOM MAPS: E1M4: Command Control - Mando y control (Seems to refer to "Command & Control", which Wikipedia translates as "Mando y control". The title implies this is some sort of "command & control center".) E2M2: Containment Area - Área de contención (the ideal translation for "containment".) E2M5: Command Center - Centro de mando ("Mando" is the most common translation in a military context, from what I can gather.) E2M6: Halls of the Damned - Pasillos de los condenados ("Malditos" is somewhat ambiguous, it can mean damned but also work as an insult. "Condenados" means only the former. Also, since the level has plenty of hallways and is quite labyrinthe, I think "halls" refers more to "hallways", so I'd suggest using "pasillo", or perhaps "corredor".) E2M7: Spawning Vats - Tanques de incubación ("Incubación" meaning preparation for birth [of the demons], a more common word than "desove". "Tina" makes one think of a small bathroom, whereas "tanque" conveys the idea of a big liquid deposit.) E3M1: Hell Keep - Castillo del infierno ("Mazmorra" means dungeon; this is more of a castle.) E3M2: Slough of Despair (This works fine as it is, so I wouldn't necessarily suggest a change, but I would note that in the Spanish translation of Doom 2016, from what I recall, they call this level "Ciénaga de la desesperación". Just something to keep in mind.) E3M9: Warrens - Madrigueras (Spelling mistake.) ***DISCLAIMER: I haven't looked at the relevant phrases in a Spanish language Bible. It's probably a good idea to check them out, but I wouldn't necessarily follow those translations, or their verb tenses.*** E4M1: Hell Beneath - El infierno allá abajo ("Infierno debajo" doesn't have the poetry of the original title. This works better, though I think it could be improved.) E4M2: Perfect Hatred - Odio impecable ("Odio perfecto" works just fine, but to me, "impecable" communicates the immaculate quality of hate alluded to in the original title.) E4M3: Sever the Wicked - Mutila al perverso (The original Bible phrase as posted by Zed suggests separating the good from the evil. My translation would be slightly ambiguous in conveying that, but the fierce nature of the word "mutilar" works for the title, and the subject matter of the game. "Malvado" works just fine, but "perverso" seems a stronger word to me.) E4M4: Unruly Evil - Maldad incontrolable ("Revoltoso" doesn't work at all. I'd suggest "maldad" instead of "mal", just because it rolls better off the tongue.) E4M5: They Will Repent - Se arrepentirán (I'd do away with "ellos", which is correct from a translation standpoint but weakens the impact of the title.) E4M6: Against Thee Wickedly - Sin piedad contra vosotros (This one just has to change: "Malvadamente" sounds weird. "Piedad" doesn't quite compare with "wicked", but I don't think the original intent was to convey a sense of evil, merely of relentlessness in battling evil. In the Bible, "thee" refers to God. Outside of it it makes one think of the demons being battled by the Doomguy, which is why I suggest "vosotros", plural, instead of "ti" or "vos", singular. I recommend using "vosotros" for the sake of keeping the archaic language and not losing the suggested allusion to either the Bible or something ancient.) E4M7: And Hell Followed - Y el infierno lo seguía (The title seems to work better when presented in past tense. It suggests a story, maybe that of the Doomguy. I would note that "lo seguía" is the right translation, but while people from America would word it that way, people from Spain would say "le seguía", despite it not being correct. Can't please everyone.) E4M8: Unto the Cruel - Hacia los crueles (Once again, this is not the ideal translation of the Bible quote, but "hacia" sounds better than "a".) Clearly, episode 4 is the hardest to properly translate. DOOM EPISODES: (Don't know where to check for these in the game. These are blind suggestions.) Knee-Deep in the Dead - Con la muerte hasta el cuello (Perfect idea, Zed!) The Shores of Hell - Las orillas del infierno (Literal.) Inferno - Infierno (Literal.) Thy Flesh Consumed - Vuestra carne consumida (Literal.) DOOM II MAPS: 01: Entryway - El acceso ("Entrada" is ambiguous - is it about the act of entering or the place through which one enters? To me, "acceso", while still ambiguous, is more associated with the latter than the former, so I'd suggest using it. I'd also add the "el" to try to further convey we're talking about a noun, not a verb.) 02: Underhalls - Corredores inferiores (Not necessarily subterranean, and "hall" seems to refer to "hallway" rather than "room".) 07: Dead Simple - Simple y mortal ("Dead Simple" is a play on words; the most literal Spanish translation would be "Muy simple", but you'd lose the "dead" of the title, so I suggest this.) 09: The Pit - El pozo (Better conveys the meaning of the original title.) 10: Refueling Base - Base de reabastecimiento (To me at least, "reabastecimiento" seems to be a more common word than "repostaje".) 11: 'O' of Destruction! - ¡"O" de la destrucción! (Keep the automap title. The intermission title I couldn't check, but I figure it would have to be "Círculo de la muerte".) 13: Downtown - El centro (I'd add the "el" to better convey it's downtown instead of the center of something. In fact, if you said "I'm going downtown", the appropriate translation would be "voy al centro", in other words, "voy a el centro", so the "el" seems appropriate.) 20: Gotcha! - ¡Te atrapé! (Past tense to maintain the original verb tense. "Atrapar" better reflects the original meaning than "tener", a more ambiguous word in this case.) 23: Barrels o' Fun - El juego de los barriles (The original title is a common phrase in English, as well as a play on words. The literal translation sounds weird in Spanish, and the play on words can't be replicated. I suggest "El juego de los barriles", which maintains the idea of "fun" but makes better use of it. Also, "el juego de los barriles" can have a sinister undertone to it (a game that involves death), which "barriles de diversión" lacks or doesn't convey as strongly.) 29: The Living End - El final viviente (A minor change to make the title roll off the tongue slightly better.) WEAPONS: Chaingun - Ametralladora (I'd do away with "en cadena". I'm sure it's a correct term, but seems impractical and unnecessary to use in a video game context. The original name does include "chain" in it, but it's all in a single word so it doesn't make the weapon name seem too long or meandering.) MESSAGES: Health bonus - Salud extra (As in "recogiste salud extra" instead of "recogiste un bono de salud". "Bono" is an slightly ambiguous word.)
  7. mattjoes

    [v1.5] Doom 64: Retribution

    Gotcha, perfectly clear. Thanks.
  8. mattjoes

    [v1.5] Doom 64: Retribution

    Just a question: Why the need to convert the Doom 64 levels to GZDoom? In the case of the PlayStation Doom TC, I understand the conversion provided the possibility of playing the PS version on PC with high resolution and mouse/keyboard support. But in the case of Doom 64, aren't those features already present in Doom64 EX? From what I gather, the Doom 64 engine is different enough from the Doom engine. Is there a real necessity to convert the maps and "adapt" the Doom 64 engine features into GZDoom? Doom 93 and Doom 64 are, after all, different games. Wouldn't it be better to just use Doom 64 EX, or add "true" Doom64 support to GZDoom? This is not to criticize your project (hope it goes well), just legitimately curious.
  9. mattjoes

    [Blade of Agony] Gameplay survey | p7

    I just started operation Eisenmann, and have to say BoA is great, great fun, and very, very immersive. Exquisite all around. A minor thing I found odd was hearing at HQ that they need the ammo to hold their position, but it turns out they are in the UK, which AFAIK didn't face any homeland threat. I understand this isn't a documentary but that deviated perhaps a tad too much from historical veracity. A little detail to fix: at HQ, right before Eisenmann, General Miller's aide had placeholder dialogue. By the way, I'm just fascinated by Miller. With WW2 and stuff, he seems rather paranoid: "Odd not to hear a thing, I wonder if everything's okay." "Seems awfully quiet in here, did something perhaps go wrong?" Those lines are forever stuck in my head now. (I take it he's anxious for me to arrive?) Oh, and I missed hearing people refer to Blazkowicz as BJ. That's about it. Keep it up, looking forward to the rest, my friends.
  10. Fellas! I got a fever, and the only prescription, is more cow-- uhh Ultimate Doom the Way id Did! P.S. Just in case, I think this is a damn good reason to bump the thread.
  11. mattjoes

    Random Map Name Generator v2.0.1

    Yeah, I'd totally small her military Gauss...
  12. Meanwhile, we're still sadly waiting for Episode 4 the Way Id Did. Those guys are such a tease; brilliant screenshots and then nothing for a long while, just the cold winter. Ah, where did I leave that damn bottle...
  13. mattjoes

    Threshold Of Pain: Special Edition

    I'm only halfway through the WAD, but such fantastic work! Doom 64 styled maps with PSX Doom aesthetics and sounds make for a wonderful combination. The red door twist in Triton Anomaly was brilliant, and I love how the maps actually try to reflect their titles, with the toxic and water pools in Recycling Plant and the windowed labs in Triton Lab. I'm looking forward to the sequel, I just hope the secret levels aren't all homages (?) to other levels!
  14. mattjoes

    Montezuma's Return

    Montezuma's Return is a fantastic and, sadly, little known game that was released in 1997. If you haven't played it, I wholeheartedly recommend you do so. A sequel to Montezuma's Revenge, it's truly one of a kind in that it's basically a first person platformer. It runs on the UVision engine, owned by the company that made the game. AFAIK, this is the only game in which it was used. For its time, it was quite advanced. See for yourself: This video is in poor quality, but at 1:43, the player grabs ahold of a trapeze that rises and allows him to reach the bouncing pads. Also, look at the rotating platforms at 2:00: http://www.youtube.com/watch?v=Woj3GWH5EQw&feature=player_detailpage#t=1m43s And look at this rather inventive physics-based puzzle at 3:52: http://www.youtube.com/watch?v=RP0jfKsJJKQ&feature=player_detailpage#t=3m52s And this part with the turtles at 4:30: http://www.youtube.com/watch?v=HPbMFpYEAUY&feature=player_detailpage#t=4m30s Also notice that the player actually has a body, and it's not just a floating eye. Now, my question, for those knowledgeable in 3D engines, is: If I wanted to create a TC with these features, what engine from around the same time (that's still used today) would you recommend to do so? Would it be possible in the Quake engine?
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