Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

MajorRawne

Members
  • Content count

    1814
  • Joined

  • Last visited

Posts posted by MajorRawne


  1. Thanks, I'll download the original version (been told BFG edition is not as good for various reasons) and the HD textures mod.

     

    I remember when Doom 3 was astonishingly good-looking, possibly the best-looking game ever, and nobody's PC  could run it. Can't wait to see how it's held up :)


  2. 3 hours ago, sincity2100 said:

    I finished Hell Revealed 2, and I must say.. this was a very long, tedious and grindy.. full with bad design choices, it's literally abrasive and not in a fun way, I gotta say this was the worst Megawad I've ever played in terms of a popular megawad.. No contest!

    Quite a few people have said the second is worse than the first. In terms of visuals the second one is better and I think the first half of HR2 (with the odd exception) is much better than the second half. I can honestly barely remember a single map of HR2 maps 20-30. EDIT: Except Beyond the Sea. *Shudder* We don't talk about that one.

     

    In gameplay terms the first has this raw edge, it like was at the frontier of Doom mapping and it still feels like that today. And unlike some newer megawads, it actually plays like Doom. It's not just four set-piece arenas per map and you rarely repeat the same scenarios.


  3. Evening all. Having finished both Evil Within games, I'm looking for a horror shooter that's got the shocks and gore of EW1, with the fun factor and firepower of EW2.

     

    Back in the day I was so disappointed with Doom 3. I mean it was good, no question, but I was shocked that after firing Tom Hall, they went ahead and made his game anyway (anyone know his opinions about this?). I remember turgid mazes of identical-looking labs and a boring monorail section, but I also remember some fierce battles, a scary walk through the dark where your only light comes from a friendly robot, the monsters are all scary and of course Hell was magnificent when we finally, fiiiiinally got there (after ten years).

     

    Is it worth blasting through it again after all these years, and what are the best mods if any?


  4. The pistol is so hilariously awkward-looking, it wouldn't have been out of place in X-Com Apocalypse. It doesn't look like any real-life firearm I've ever seen. Maybe an attempt to reinvent the wheel, or in this case, peashooter, to make it look high tech?

     

    The BFG vaguely reminds me of the curved, flattened head of the "flying machines" from the original War of the Worlds film in the 1950s*. The ones they shoot those heat rays out of.

     

    *Fun fact: that's the only adaptation where the alien machines aren't tripods. Except they still are: at one point, very briefly, you can see three shimmers projecting from the bottom of one. They're waves of electromagnetic force which act like "legs".


  5. 20 minutes ago, magicsofa said:

     

    I coulda sworn that this was already done in Tricks and Traps for the caco room, but I just checked and they aren't even hidden behind a midtexture (lol)

     

    Anyway, cacodemons and invisibility sphere are the only other things I can think of that have bright red and blue together, and I'm a real sucker for matching stupid things like that.

    Can't remember if someone did this in some megawad or other... the mental image of Imps and Lost Souls coming out of a firewall texture in a hell map is strong.

     

    8 minutes ago, Individualised said:

    Nor SNES if I'm not misremembering.

    Haven't played that version, but it would be interesting to see what they replaced it with. I thought the SNES maps were actually closer to the originals than the PSX maps.


  6. On 4/23/2023 at 4:12 AM, Devalaous said:

    I set up a 'now playing' tab on Doom Launcher to try and focus myself on certain mapsets, as a reminder of what ive set myself as a goal. Some of these I have already beaten in the past, and are being replayed to track the stats on Doom Launcher

     

    My list right now is:

    • Alien Vendetta
    • Hell Revealed
    • Memento Mori II
    • Ancient Aliens
    • 2022 ADO
    • Sigil
    • BF Thud
    • Master Levels (as a 32 Map megawad)
    • Vilecore
    • Winter's Fury 2022
    • Whitemare 2
    • Slaughter Until Death
    • Black Hell
    • Infinity
    • Sacrament
    • Icarus
    • Fragport
    • Eternal Doom
    • Community Chest 2
    • Doom Zero
    • Doom 2: The Way We Remember It
    • DTWID: Lost Episodes
    • Cleimos 2

    The majority of these are running custom made quality of life patches (widescreen assets, UMAPINFO, bonus maps integrated into the main set, etc) that I'll probably one day post on DW; motivation to do so is usually pretty low though.

    Now THAT is a proper list, gonna have to steal it!

     

    Vilecore! Fragport! Cleimos 2! The nostalgia is real. But you forgot Biowar!


  7. Personally, I've always found FIREBLU to be hideous, but it certainly wouldn't be Doom without it. Well PC Doom anyway, I don't think this texture made it onto the PSX version.

     

    I always had a cool idea of having linedefs with a "player cannot cross" flag and FIREBLU as the middle texture, then deploying Imps behind them as if they're simply walking out of the flames, summoned straight from hell. The inspiration comes from very old games like Pac-Man and the C16 games Tutti Frutti and Exorcist, which gave the enemies a safe space to spawn in and retreat too that they player can't access.


  8. Ha ha! I've FINALLY found something nobody else has ever mentioned!!!

     

    I watched Alien Resurrection the other night and about six minutes in, I nearly fell off my chair. Not at how terrible it is compared to Aliens, nor what a masterpiece it is compared to Alien 3, but because I heard some Playstation Doom music in it! Would you like to know more?

     

    Approximately six minutes in, when Ripley is examining her number 8 tattoo, you clearly hear part of PSX Doom's "The Catwalk" track playing. This is the most terrifying track in all of Final Doom, but for some reason they use only a brief moment of it.

     

    Then, another part of The Catwalk plays much later in the film, although I forgot to write this down, so it could be anywhere. Yes, Hodges scrounged and edited samples from various sound libraries just as Bobby Prince did - maybe his legendary Coke can wasn't as cruicial as he made out - but this is extremely cool. 

     

    And you don't have to suffer through this film to hear it! Jump to 1 minute in - this is the tattoo scene music.

     

    I'd try to find the other clip myself, but unfortunately am desperate for a poo.


  9. Some fascinating stuff here. Thanks everyone!

     

    So just to check my understanding, the PSX not only has a limit to what each map can contain, but how much of this content it can show (render) at once? So even if you manage to include a variety of monsters, you can still crash the game by rendering them all at once?

     

    And there is a separate limit to how many sprites can be displayed at once, even if they are the same monster type? This being due either to design limits or hardware limits?


  10. Without meaning to come across as attacking Doom 64 (again), what are the numbers for people who purchased/played it? Also, what are the numbers for people who played it to completion? 

     

    The first few maps are a bit off-putting, and while the gameplay dramatically improves in later maps, it's hard to imagine too many modern players persisting with it. It doesn't seem strange that they aren't throwing time or money at it.


  11. Does anyone know the names of the instruments used by Aubrey Hodges in the PSX Doom OST? So far, the only instrument I can identify is a cello which seems to be used a lot and also seems to be pitch-shifted deeper than normal.

     

    Also, does anyone know which are the "coke can" sound effects Hodges claimed to have used? I am guessing one of the Imp activation sounds was caused by breathing over or blowing into an open can.

     

    As a music novice, any explanationa of the techniques Hodges used would be welcome.


  12. A random thought just popped into my head about PSX Doom. If they'd cut out some of the animation frames and angles that we see monsters and objects from, could they have made a more faithful port? As in, one that includes the Arch-Viles, and didn't chop about 2,000 Barons out, and had more monster variety per level?

     

    Unfortunately we'd have ended up with an advanced version SNES Doom, where everyone is always facing you and incoming rockets fly arse-first.

     

    Would anyone have wanted that? Personally, I don't miss the Arch-Vile (or the unfortunate Barons) and think they did the best possible job they could at the time. But it's an interesting thought.


  13. PSX Doom. That beautiful night sky texture with the Toxin Refinery music is an image straight from my childhood.

     

    I played PSX Doom most days for four years, then I couldn't stand to play it any more! To this day I get a suffocating, lonely, forlorn, creeped-out feeling when playing it.

     

    If you put the PSX Doom sountrack to any modern horror game, you elevate the game way beyond its origin. I couldn't have got through Outlast or Evil Within 2 if Aubrey Hodges had done the music.


  14. I must provide a thruppence of support for previous posters who suggested you incorporate the missing content into a complete edition of PSX Doom. Bear in mind that arguably the best maps already made it into the official PSX Doom - this is subjective, but I rarely play one of the "cut/rejected" maps and think "OMG, if only this had been in Playstation Doom it would have been so much better!"

     

    Look at it this way: what you're achieving is a dream for all PSX Doom fans, but on the other hand, you are planning to release a megawad made up of maps like Bad Dream, Titan Manor, The Chasm and Betray.

     

    EDIT: When I wrote this post, the fragging thread wasn't displaying properly, so I didn't realise this had been addressed.


  15. To be fair to Sandy, he comes across really well in interviews - really thoughtful, passionate, knowledgeable. He'd be a pleasure to work with.

     

    Sandy Petersen, you are forgiven for The Chasm, The Pit and all the other ones that I think are crap. THEY ARE NOW MY FAVOURITE LEVELS!!! No.


  16. On 6/20/2021 at 11:24 PM, Terraformer9x said:

     

    I'd agree that the atmosphere in both games is unquestionably different. However, I don't necessarily agree with the gameplay being different in both versions atleast to a major extent. I know that there is a few changes with how some of the stuff works in PSX Doom such as rocket explosions being stronger and fire rates being slightly different, however I don't know if that's enough to really say that the gameplay overall is different and thus warrants an official port or remaster.


    PSX Doom is just a port, a very fucking good port that in my opinion does Doom better than the PC version does, but is still a port. It's not like Doom 64 where it's pretty much an entirely different game.

     

    Also I agree that Aubrey Hodges' theme is definitely the more definitive Doom theme.

    The thing is though, PSX Doom can be rampaged through, but the low frame rate and heavy controls don't really lend themselves to that style of gameplay. Its pace feels slower, more deliberate. The music, darker maps, sound effects and ridiculously creepy new maps reinforce a slower pace of gameplay. The improved visual consistency (limited set of flats and textures per map) also creates a more mature feel, as if the maps had a visual overhaul, kind of like a primitive "1994 Tune-up Wad" (remember that?). 

     

    It is the same game as PC Doom, but a totally different experience. This is subjective though as everyone will see it differently - some will see it as a "mirror universe" Doom, others as just a port with some cool features.


  17. 1 hour ago, Denim Destroyer said:

     Silent Hill Collection (Xbox 360 & PS3) - Faced with an unreasonably short deadline and only beta code the developers did the best they could but ultimately created a horrific port of Silent Hill 2 & 3. You read that right, despite being called "Collection" only the middle two games of the tetralogy were included. Bugs, performance issues, noticeable artistic changes as less fog (in a game series associated with heavily foggy areas no less), different voice actors due to legal reasons, and worst of all comic-sans on the Silent Hill Ranch entrance sign. 

    I have played SH2 from the "collection" (still missing the first game) on PSNow. I think it's the version you reference. It plays like an inferior Resident Evil wannabe and the camera angles are often wretched, but it is creepy and interesting when it's working.

     

    If you want to talk about truly awful ports, a ton of ZX Spectrum games were ported directly to C64. Somehow despite the Commodore's vastly superior performance, the games ran much WORSE on C64. The Great Escape is a horrible experience compared to the Speccy version, the game runs at an absolute crawl.

     

    Alien Trilogy on the PC was meant to be a horrible port of the PSX game.

     

    Most ports I've played have good features to balance out the bad. For example, X-COM TFTD runs agonisingly slowly on PSX compared to PC, but has much better graphics and vastly improved music and sound effects, making it scarier. Ironically, these are the same traits I believe PSX Doom has...


  18. I've been playing older megawads, but really I think in terms of visuals, Alien Vendetta and Hell Revealed 2 are where things started getting more "modern" (less boxy Ultimate Doom inspired rooms with miles of empty corridors, less messy use of textures etc). Classic 90s megawads like HR, Requiem etc tried really hard and were miles better than the average fare of the day, but they look pretty bad now, lots of blank rooms, bare corridors etc. I think HR might be the only megawad of that era whose gameplay is as good today as it was back then.

     

    I'd say wads started to evolve when mappers stopped making crappy mazes!

×