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MajorRawne

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About MajorRawne

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  1. MajorRawne

    Early and unused DOOM 64 Level Designs

    Wow, it sounds like Doom 64 packed a ton of hidden content that we probably missed back in the day. I had no idea that certain levels were skipped during play and had to be unlocked. Playing D64 gives you a great deal of respect for the deviousness of the designers. It would be interesting to see rhese maps recreated in GEC Master Doom in some form. The scripting would have to go and this would require a certain genius to still make the map work in the manner intended by the D64 team. This in itself is a tribute to the original game: Doom 64 is a powerhouse of intelligent design. I honestly think a reduction in scripting would improve gameplay a bit.
  2. MajorRawne

    Early and unused DOOM 64 Level Designs

    Damn... looks like I got shafted then. A super-secret exit on the first map of the game? The final boss is much harder to kill without all the super secret levels, right? The gameplay is not difficult so far but can best be described as "a mean-spirited evolution of PSX Doom". There are traps you can't avoid the first time and the secrets are insane. Missing these secrets detracts from your experience, so you go through every map wondering if you just screwed yourself. You need to know everything in advance. Terraria has a riff on this where you get into a loop of having to kill a superboss to get the weapon to kill that superboss.
  3. MajorRawne

    Early and unused DOOM 64 Level Designs

    Thanks for the heads up. Was that the tall pillars leading to a red doorway? I couldn't get in there and the automap has been revised since PSX Doom - it didn't show a doorway or anything, just a normal blank wall.
  4. MajorRawne

    Early and unused DOOM 64 Level Designs

    Having now played several more maps, you're right, Doom 64 definitely has its own style and that style is scaring the crap out of you. The graphics must have been done by the X-Com Apocalypse art team which is a shame as it puts people off a good game. I can't recognise the weapons before picking them up and the Lost Souls seem to be horse heads for no reason. Are they meant to be Baron skulls or something? They remind me of the Gurning Man. The scripting is impressive and the use of light and colour is superb. By map 5 it was starting to wear how every single room is scripted, so let's hope this calms down a bit, and some of the crusher traps were mean. The first time playing through each map is what my driving instructor would no doubt call "creep and peep" - very scary, definitely better with the lights off. This game seems intent on proving that "It's not your father's Doom".
  5. MajorRawne

    Early and unused DOOM 64 Level Designs

    @kmxexii: I'm reading your writeup as I play through Doom 64 EX. Thanks for including a link to where it can be downloaded. I just finished the first map and now cannot explain why it used to frustrate me: the switches were clearly marked. Maybe I just didn't have autorun enabled. Initial opinions are that the gameplay is slower than the PSX version in every way: turning speed, movement speed, weapon reload etc. Autorun is mandatory. It's quite irritating using the mouse as I had to crank sensitivity up to turn at a useful speed and it seems twitchy when turning and strafing at the same time. This is with the patch installed - thanks for mentioning the patch btw. Graphics are a big step back from classic Doom. It's like when the Honda Prelude changed from the 1995 model to the '96 facelift. The opening map is ugly and bland in the style of Tom Hall's alphas. The Pink Demons don't look as bad as I remember but the zombiemen are nearly impossible to tell apart and the walls are like two colours, brown and grey, for the whole map. The weapons are truly ugly too and should not have been redesigned IMO. Gameplay is meh, it's slow paced but feels like someone cast Slow on you. The lack of shotgun reload animation is weird and confusing, and there are way too many Pink Demons. While the lack of pixellating is refreshing, to be honest I think I'd prefer it if things were blurrier! Well this is only map one, the game has yet to open up and I'm yet to adapt to its style. Hyde and the team absolutely adored Doom 64 so let's press on and find out what the fuss is about...
  6. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    I can't wait for this bible. Thanks very much for the link! Fascinating stuff, I'll be a nerd in no time. But I haven't even started Doom 64 yet or even opened PSX Doom Builder again due to real life commitments. The perils of suddenly being popular for no reason that you can fathom! Don't worry, my maps are coming, and these won't be shit!
  7. MajorRawne

    Doom 64 and Doom 64 EX review

    Thanks, this was nicely timed. I'm about to play through Doom 64 EX to see what the fuss is about. Doom 64 never appealed to me, so hopefully I'll be converted.
  8. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    Thanks mate. Where should I go to get an understanding of how everything works from the ground up? Sorry for the immense question, what I mean specifically is that I don't understand much of the terminology. Lumps, BSP, all the technical stuff about how Doom works, how the PSX works in relation to running Doom (and crapping out when it can't run Doom).
  9. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    Thanks for your replies everyone. I *should* have some time to get cracking with Doom 64 EX on Thursday this week. Why specifically would the game crash when attempting to reload it after dying? I assume when you say respawning, you mean restarting the level after dying, as opposed to co-op style respawning? Sorry guys, this is a lot of heavy tech-stuff to learn! XD
  10. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    @CoTeCiO Oh, the agony of hearing this. Even Containment Area with those weird lifts, in the area that was chopped out for the PSX version? It's nice to hear you exercised some restraint when porting them. Most people want to see nightmare and spectre monsters, but not hordes of them in every single map! Why would this crash the map? Is it some sort of memory overload? Can anyone tell me what the final, ultimate version of Doom 64 is on the PC? Is this still Doom 64 Absolution TC?
  11. Did someone say at some point that Dr Sleep has passed away? That was always my favourite Internet user name, so evocative, and Crossing Acheron which I believe is a Dr Sleep level is incredible with the PSX Toxin Refinery music to it. Without doubt, his were some of the best levels in PSX Final Doom, well in all of Doom! Vesperas was amazing. That had the Toxin Refinery music too. Odd coincidence. If you do decide to go down the route of creating a new set of maps, you need the bloke who did this. That was without a doubt one of the great Doom wads of our time. Although of course, there is no way those maps would run on the real PSX. It would be nice to see what he could come up with.
  12. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    We used to have PSX Duke Nukem. The controls sucked but the graphics and sound received a significant upgrade IIRC. Duke struck me as the anti-Doom: more complex, slower pace, attempts at creating realistic environments, introduction of smut, etc. They never released the source code, did they? Been wanting to give Doom 64 a go and will try to start some time this week; a very busy schedule doesn't give me time to get into it yet, and it seems like the kind of game you need to dedicate proper time too. The discussion about Sandy Petersen also made me realise that some of his maps were amazing, he is more or less "the Doom 2 guy" as he gave it some of the best and most atmospheric maps, plus I've found obscure interviews where he talks about his mapmaking ethos. He sounds like a genuinely decent bloke with a vision which he stuck to at all costs. It's interesting that he seemed to hate the rest of id Software. From his experience with them, as well as Tom Hall's, and from reading Masters of Doom, they sound like a love them or hate them bunch, not so much the Metallica of the gaming universe, more the Marmite! He also hated Doom 3 with a passion. It will always be a mystery why id Software "misfired" by making the very game they'd rejected. Maybe their bit flipped. Perhaps time to revisit some of Sandy's maps, as his ethos seems more in line with my own than Romero's do.
  13. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    Good Lord, you know your stuff. The GEC Master Doom project is very bad for my aspie side, as it has brought my lifelong obsession with PSX Doom screaming back into prominence. And it feels good! I definitely take your point, but weren't Fiffy and the gang making slaughtermaps before Final Doom was even announced? You did a good job of making me want to look at Doom 64 again. Maybe I am in a minority here but I consider it to be more limited than PSX Doom. This sounds a bit mad in light of the N64's hardware but it lacked the levels, it lacked monsters and multiplayer. The maps all seem to look the same. Going from PC to PSX would have been a culture shock, but going from PSX to N64 was like going to a different game in some ways. What happened to the missing 1MB of space on each cartridge? You said Doom took up 7MB on an 8MB cartridge. The reason no-one could find the switch is it's a small decoration on a brown wall among a maze made of brown walls. I need to play the TC to see it again. Also... are there actual, proper Hell levels in Doom 64? I remember purple skies and lots of fog, perhaps the franchise's first steps away from the Hellish theme? It must be agonising for Doom 64 fans to know that a MP-capable game was coming and got binned. If someone said PSX Final Doom 2 was in development... gaah. I agree that splitscreen deathmatch hurts (every game of Goldeneye we ever had degenerated into everyone sitting in rooms firing lasers at the doors for ten minutes, wow this is fun), but it's better than nothing. Today's world seems to think MP aspects must be shoehorned into everything. Gran Turismo and Fallout, anyone? Hyde already said in another thread that there was no way to measure popularity of linking Playstations so maybe they thought no-one bothered. Well the time travel aspect was already old hat and Romero made such a good job of it that clearly the Doom 64 team felt their efforts wouldn't compete... ;) One point you made about Doom being perceived as outdated. While I get this, well, how can a good idea be outdated? People are still laughing at Laurel and Hardy 100 years later. Modern humour is about the "hilarious" use of the F-word on television. Not Going Out does this several times for example. Nobody will be watching Not Going Out in 2119. Doom still has a thriving community, and a better one than most. And think about the games that tried to replace Doom. Goldeneye was the best attempt but what about Duke Nukem 64? (Damn, Nintendo's naming convention makes my piss boil.) Alien Trilogy? Countless others long forgotten? Where are they now? I think the idea of things being outdated is an invention of the media. Doom was superseded in looks, but not in thrills. Its modern iteration is fearsome fun to play, but is it as replayable as the original? Can you have 1,000 Revenants on you at once and fight monsters from the Aliens franchise? The media does this with cars as well. A car that's been around for 5 years is "long in the tooth" despite having had a facelift, suspension revisions, new engines and a better sound system. What is it replaced with? A car with the same name, similar design, but bigger and with more weight, that's just cost you thirty grand when your old one cost twenty. But who cares, they'll just tell you to buy the Volkswagen anyway. Ka-ching! While we're at it, the Saturn aspect smacks of a power-play. Here's Carmack, the most intelligent and insane aspie who ever lived, with a mind none of us can conceive, who saw a fully working and potentially magnificent port of his game. Carmack gave advice which butchered the port by preventing it from using the console's advanced features. Poor old Jimbo's masterwork was screwed up and nearly gave him a breakdown, and another nail went in the Saturn's coffin lid to boot. "Hey guys, buy our new console! It fucked up Doom!" Then a few years later Carmack appears cap in hand: "Gee, I done messed up", just at the time when no-one cares any more. There is one thing I do agree with: Carmack definitely knew what he was doing... EDIT: Why would Carmack, ace programmer, shoot his own property in the foot? Well if he genuinely is an aspie, and he knew he was on another level from others, then it depends on what his primary motivation was. Getting filthy rich? He seemed to want enough money to fulfil his hobbies and further his career. Not amass piles of it that he can swim in like Scrooge McDuck. If he was his own primary focus - his drive, his creation, his superiority - then it would make sense for a person with Aspergers to focus on that and damn the consequences. Hence, when threatened by another programmer who could work miracles and would no doubt become a sensation in his own right, it is logical that Carmack might have sabotaged that programmer. Carmack already had enough money, and he would remain untouchable, a league apart. A conspiracy theory of course, but it fits.
  14. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    Damn, I wasted a question to Hyde then. It seems odd that they didn't add more maps to it since this was Williams' paid employment, they had extensive experience of doing it and they created the tools, so it is hard to imagine that they didn't have time to sort something out. This leads to the question of exclusive maps. Every single PSX exclusive map (IMO) was worth it and there surely must have been other Williams maps already kicking about. Someone in the GEC thread also stated that FDoom contains new textures such as crates which were ported across from the PC but never used. I'd say the intention to do more must have been there in the beginning. Gonna have to apologise for some comments here: There should be a general Doom 64 discussion thread where converts can bring non-converts into it. As previously stated, I used to play Doom with a large group of friends and only one of us liked Doom 64. It was a case of carrying the theme too far: the textures and sprites were awful and people rage-quit the first map due to being unable to find the switch. The music seemed to lose its personality and sounds like one long track. And despite effectively being a next gen title, it seemed more limited than the PSX version with fewer monsters, fewer levels and I still can't believe people aren't screaming about the desecration of a Doom without a deathmatch. I'd rather have a complete game than scripting that makes a suit of armour kill you. Hopefully someone can bring me round to Doom 64's merits one day, but it would need to be a good argument unfortunately. The "long lost secret" is intriguing though - didn't it turn out to be a jpeg of someone's face? In terms of Go 2 It, it felt a bit Fiffy for me (apologies to the legion of Doom Gods who now want my head to replace Romero's). Big maps full of boss monsters and/or high level monsters don't do it for me and never have. Maybe this would be different if those types of map existed on the PSX. To be fair, it is hilarious that a map from 1996 can do what a game from 2016 still can't do, but what Williams should have done instead is replace it with a Threshold of Pain style map. Not only would it have fit the FDoom theme of large and complicated maps, it would probably have been badass. EDIT: Imagine if someone remade a Fiffy map in PSX format... what a challenge that would be! While I knew that the port was supposed to be a bit crap, I didn't know about any controversy. That'll be worth a look into.
  15. MajorRawne

    PSX Doom - a discussion, in some depth, just sayin'

    I just watched them one after the other on Youtube and it didn't really feel like there was much difference in gameplay (including the stuck monsters), except that I would rather play the shorter version. The original map seemed like the mapper got carried away somewhat adding corridors and rooms that didn't need to be there. What was strange is that the Pc version is much darker although this is rendered needless by two lite amp goggles which may not even be there on the PSX. What's fascinating is how clever the modifications were to these maps. Someone who'd played the PC version first might resent the missing bits but to me the maps all feel complete. Their shorter playing time is compensated for by the game's slower pace. Did Pandemonium really need its missing room, do maps fall apart without their crusher traps, did Containment Area really need 50% more crate maze? There are more maps which could have been cut down or eliminated completely, such as The Citadel, Monster Condo and The Factory. The Factory is incredibly atmospheric, just not much fun to play, and the other two feel like a pointless slog. Every single PSX exclusive map brought something to the table so it's a shame that more of them couldn't replace the weaker Doom 2 maps. It would have been nice to see some in Final Doom as well; I'm currently waiting on Hyde to respond to a question about Final Doom. Dark Pulse, which cut maps do you feel should have been included? Do you think there should have been some exclusive levels in Final Doom?
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