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hfc2x

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About hfc2x

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  1. hfc2x

    Quake II Remastered

    I didn't see it before, and I still don't see it. Berzerker jump with less splash radius but more damage? This actually sounds pretty good IMO.
  2. hfc2x

    Quake II Remastered

    It's kinda obvious lol. Windows and Xbox are both property of Microsoft, therefore no licensing conflicts. I doubt Microsoft cares if you're actually playing Quake 2 on Steam while running Linux or macOS. Sony and Nintendo might probably not want their logos used in contexts outside of their ecosystems, or maybe charge a ton of money to do so.
  3. hfc2x

    Quake II Remastered

    I'm referring to the Q3-style "fast weapon switch", which on PC can be disabled with the g_quick_weapon_switch CVAR.
  4. hfc2x

    Quake II Remastered

    It seems you got it working, but I was curious about this because the game has worked fine for me with Proton Experimental on Steam since launch. Is this the GOG version? I suppose you ended up using an alternate wine build (like Wine GE Proton) through Lutris? If you guys do that, and since it can't be made into an option.. can the quick weapon switch be a deathmatch-only thing? It's really annoying and it's the only thing stopping me from getting this on Switch lol.
  5. hfc2x

    Things about Doom you just found out

    I'm pretty sure asking for anything that counts as material (yes, even screenshots) would set him for a lawsuit.
  6. hfc2x

    Things about Doom you just found out

    I had forgotten about the COMM1 version of the map. I'm more familiar with the MAP21 version, which has Doom 2 monsters and the like. Funny thing, that later version is also full of Doom 1 textures that don't exist in Doom 2, like ASHWALL and SKULWAL3. So I went and had a closer look at COMM1, and I think it's a Sandy Petersen map. The overall architecture and room shapes look more like something you'd see in The Shores of Hell, like with E2M5 or E2M6. If it's indeed a Petersen map, it must have been one of the first maps he made for the game upon joining id Software, since most of the score items were removed after the Press Beta version. I suppose the name "COMM1" means "Commercial 1", considering COMM2 in the same folder for unused maps, is what eventually became MAP10 in "Commercial Doom" AKA Doom 2. Yeah, I'll definitely ask him. Thing is, this is probably a thing that Romero would be a better fit for. Although like I said above, this really looks like a Petersen map. Here, have a look and compare:
  7. hfc2x

    Things about Doom you just found out

    Well, I guess that's a thing I just learned about Doom lol.
  8. hfc2x

    Things about Doom you just found out

    Well, in reality, I think it's more complicated than just "accidental". Alphas were meant to be sent to industry professionals or certain gameplay testers approved by id Software back then, not public release. So yes, I suppose they just built the game with all the assets they had, which included that map. Thing is, I'm mostly saying because all the evidence points at the level being made when a different texture set was available for the game at the time, due to those textures correctly coinciding with "hellish" textures in alpha v0.4, which also perfectly match with what you can see in Doom Builder in the final version of the IWAD. I remember asking Tom Hall directly about some of these details many years ago, but not precisely about this map in particular. I'd have to probably go digging for those emails, but might as well just go and ask him again. I have no idea if that early version of Spirit World is a Tom Hall map. It could be, since it sort of matches his style, including how you can almost perfectly encircle the entire map into a squarish shape, and the overall level lacks verticality and is mostly comprised of 90-degree walls, as well as placement of bonus items in what appears to be treasure caches. However, it lacks something that's very important for a Tom Hall map, and it's the attempt at using sector lighting to create "realistic" light sources. If it is a Tom Hall map, then it was definitely meant for Doom 1, and almost certainly supposed to be a hell level. If not, then it's almost certain (to me, at least) that it was always intended for Doom 2. No idea how the levels were supposed to be ordered, and considering Sandy changed the names for most of the maps, it's probably just a coincidence.. although I think the people developing the PS1 version of Doom were onto something here lol. Well, if Hall was indeed the author of that map, then I guess it's the best candidate for the slot. Remember they came up with those names even before they made any maps for the game.
  9. hfc2x

    Things about Doom you just found out

    Yeah, what I said is that that very early E2M1 references textures that don't exist in the build it came in, so it displays crates and unrelated stuff. That's why I said it was included in alpha v0.5 probably by accident.
  10. hfc2x

    Things about Doom you just found out

    I think Sandy may have misremembered here, and it was probably the SSG. I say "probably" because yes, the normal shotgun was there from the very beginning of development, but the SSG was at least hinted at even before the game started development, although it was never included in Doom 1: (Source). Him having the SSG become a thing in game is just my speculation, though. Also, on the topic of level names, that's absolutely true. They mostly had the list of levels they wanted for Doom 1, but they didn't have the levels. What you see in Doom 1 is levels they made, but with names they assigned as development went along. Originally they had started making certain levels to fit with specific previously decided level names, but most of them were just moved around and renamed for the final version. You can see most of the levels in some form in the alpha versions of the game: "Hangar Two": Became E2M7. "Supply Depot Two": Became E2M2. "Waste Processing": Became E2M3. "Enlisted Quarters": Became Doom 2's MAP10. You can see the earliest version of this map in the v0.5 alpha. "Tower": Became E1M6. "Recreation and Training Center": Became E1M4. In alpha v0.4 the map is mostly recognizable, and it even has its own rough layout for a movie theater where the yellow key is in the released version, but you need to edit the executable so you can climb tall ledges to get to that room (see below). "Mess": Never made as a map, AFAIK. "Officers' Quarters": Same as above. "Personal Storage": Where the "second, more powerful shotgun" would be found, but never made it as a map either. "Control Center": Became E3M3. "Power Plant": Became E1M2. "Lab": Became E2M4. "Observatory": Was briefly seen as E1M10 in alpha v0.4, a small map made up of 2 rooms, but then it was quickly removed and never seen again. "Supply Depot One": Appears in alpha v0.4 as E1M11, and it's a huge level that's mostly empty, and features lots of mazes that lead nowhere. Infamously described by possibly either Hall or Romero as "devoid of real levelness". "Anomaly": Became E1M8. "Main Hangar": Was never made, AFAIK. On the topic of "Recreation and Training Center", here's some screenshots of the rough movie theater room, just because I find this pretty fascinating: This is the same area in the released map, for comparison: You're both right and wrong. This is only a thing in deathz0r's conversions of those maps for ZDoom. Can't fault him on that one, because the alphas' map format was extremely different. A couple years ago I reverse-engineered the map format for study purposes, and the reason the wrong assumption happened was because in the alphas, the textures on walls are not named, but instead referenced by id numbers. The first-ever version of what we know now as "Limbo" appeared on alpha v0.5 as E2M1, possibly as an accident. The level was originally mostly covered by what eventually became the REDWALL texture, and you could be able to see it in the alpha if it wasn't because the game crashes when you try to load it, because alpha v0.5 is built different and it crashes if literally any texture in a one-sided linedef is missing. In this case, the corridor to the left requires some textures that don't exist in the game anymore, and the rest of the map points to the texture ids to textures that look like crates and make no sense given the context. Inserting the map into alpha v0.4, however lets you see the map, since that version doesn't care if the textures are missing as long as you're not looking at them. I added all this info to the wiki a couple years ago, but here you have the screenshots if you're curious: And, also if you're curious, this very early texturing can still be found in the released version of E3M7. Just load the map in Doom Builder, and see the back side of most 2-sided linedefs: And, as an extra fun fact, it's safe to assume this level was originally created to be "Entrance To The Dying God". Tom Hall originally envisioned episode 2 to be hell, and already had a list of names for all the possible levels, although most of these were dropped almost immediately: "Entrance To The Dying God" "Belly of The Beast" "Heart of Darkness" "The Mind of God" "Gates of Dis" "Fleshalls" [sic] "Temple of The Summoner" "The Unholy Shrine" "Castle of The Dukes" "Magma Deeps" "Hell Hole" "Spirit Drains" "Shadow Walk" "Darkaan Tower" I guess they thought Sandy's names for the levels sounded a lot cooler (because they do lol). If you look at the original drawing for the map, you can see that the episode 3 overworld map in the released version is directly based on it. Dropping the "Dale of The Evil God" entirely, most of the original names correlate to what you see in "Inferno" and also make a bit more sense as well. "Gates of Dis" becomes "Hell Keep", "Castle of The Dukes" becomes "Pandemonium", "Temple of The Summoner" becomes "House of Pain"/"Mt. Erebus", "Unholy Shrine" becomes "Slough of Despair", "Magma Deeps" becomes "Unholy Cathedral" (which explains why it's covered in lava), "Hell Hole"/"Shadow Walk" become "Gate To Limbo", and "Darkaan Tower" becomes "Dis". I think it's also really interesting that, as late as the Press Release beta version, hell was still episode 2. They only changed it around around when Doom v0.99 was released.
  11. hfc2x

    Quake II Remastered

    But ripping through multiple enemies while doing puny damage just removes its utility entirely. The Railgun was originally balanced around doing a ton of damage, which is why it's so slow. At this point it's likely the lowest DPS weapon in the game, barring the Blaster. Besides, what I said about the Machinegun being an understandable change makes even more sense now that you mentioned controllers. It's a pretty complex situation all-around. But the Railgun's damage logic was a very simple and straightforward game mode check. Doesn't make any sense to remove that, considering all the other weapons I mentioned hadn't had their unique SP behaviors removed or altered, especially the BFG. Makes the Railgun even more useless now that pretty much all enemies are more intelligent and aggressive.
  12. hfc2x

    Quake II Remastered

    But isn't this what was always the point of the Railgun? The Chaingun, the HyperBlaster and the BFG also have unique SP behavior, but they were left as is. Is it because it's pretty much impossible to do stealth damage with them?
  13. hfc2x

    Quake II Remastered

    I'm not asking for a mod, and I was already aware of Unmastered. I'm asking for the developers' rationale. Besides, mods are useless for people who play on console.
  14. hfc2x

    Quake II Remastered

    So, I don't know if I'm even going to get a response from the devs, but what's the rationale for this? void weapon_railgun_fire(edict_t *ent) { int damage = 100; int kick = 200; ... } It seems extremely arbitrary to me to nerf one of the game's super weapons in single player, considering the BFG stayed completely unchanged. Is it because the BFG is now meant to be the only super weapon? I get that in deathmatch it made sense for the Railgun originally to do 100 damage because 150 damage is too much against another player. But why this change? It feels worthless now, since the Super Shotgun does more damage pretty much all the time. Now, I know other people have complained about the lack of Machinegun climb-up, and I understand the omission since it's stated in the comments for the source code that it was because of the changed internal ticrate making it really difficult to port over. I fully get that reason. But what I don't get are the comments that also imply that it wasn't even worth a try because apparently no one wants it? It's kind of like Doom 3 BFG Edition removing the flashlight because people supposedly hated it. The Blaster doing 15 damage instead of 10 on SP makes perfect sense, considering the enemies now are smarter and more agile, so I understand it's for balancing, and it feels much better the way it's now. I just find it puzzling that most of the other weapons stayed completely unchanged. I'm sorry if this sounds like I'm complaining or bashing this release. I'm not trying to. I'm just trying to understand what was the reasoning for the changes, because they feel pretty arbitrary.
  15. hfc2x

    Quake II Remastered

    But I never said GOG games come with DRM? Maybe I used the wrong word, but what I meant is that it's basically a marketing line that doesn't mean much if their services can only be used in Windows and macOS lol. And, sure, I know I can keep the Windows installers of the games I buy, and I can run the Windows versions of said games through Wine or derived builds, but you have to give up everything else, like play time, achievements, cloud saves, etc. Yes, I know there's things you can do on your own for all of the above, such as using third-party launchers, Syncthing, etc, but why do we have to? Besides, it seems pretty dumb to me personally that they don't give a shit about targetting the Steam Deck as well, even if it's a device made by a competitor. Massive missed oportunity. I personally don't have a problem with their aggressiveness, but the ground pound attack is outright impossible to dodge. I know it's not really damaging, but reacting fast enough and being able to move a mile away from it, only for it to still hit you and send you flying nonetheless feels like bullshit. It really feels like the splash range is infinite.
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