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About Patch93

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  1. Some of my favorites, in no particular order: Thunder Force IV Contra Hard Corps Castlevania Bloodlines M.U.S.H.A. Streets of Rage 2 Shinobi 3 Sonic 3 and Knuckles Gunstar Heroes Alien Soldier
  2. Patch93

    Is it Doomguy, Doom Marine or Doom Slayer?

    "Doomguy" is just a nickname made up by the Doom community, the marine in Classic Doom was never given a specific name because he was intended to be the player's avatar. Doom Slayer was made for Doom 2016 though.
  3. You're making a film adaptation based on a game that only has minimal story for the sake of setting up the gameplay. What the fuck do you expect?
  4. Patch93

    Do you prefer Doom 1 or Doom 2?

    Episode 4 has better use of overall texturing than both of the original registered episodes though. I'd say they're both equal, given that Sandy has never been known for making visually pleasing maps and is more focused on making them fun to play, at least with Doom 2. As far as lack of episodes are concerned, just type idclev12 and idclev21 so you can play both the city and hell chapters of Doom 2 from pistol starts. That's how I do it.
  5. Patch93

    Do you prefer Doom 1 or Doom 2?

    I'd say episode 2 is just alright and episode 3 is crap. The only map I really liked in that entire episode was Mt. Erebus due to it's open sandbox design being a precursor of sorts to Sandy's city maps in Doom 2. Pandemonium was alright, but everything else was below average. House of Pain and Warrens feel like they were cobbled together at the last minute. I thought Episode 4 was pretty good. I found the drop in difficulty after E4M2 to be a bit disappointing, but I felt the episode overall was still very well made, and a vast improvement over the original registered episodes.
  6. Patch93

    Do you prefer Doom 1 or Doom 2?

    It's not so much that they're more complex, in fact it's more so the opposite. The maps generally feel far less polished and don't have nearly as solid of an overall gameplay flow compared to Romero's maps for Episode 1. They also don't have nearly as solid architecture and often don't have as much height variation. The entire red key maze in E2M6 is basically a glorified Wolf3D maze that is boring and tedious to navigate with the dark atmosphere being the only thing going for it. An immersive atmosphere means nothing when the gameplay of your map is lackluster.
  7. Patch93

    Do you prefer Doom 1 or Doom 2?

    Doom II. The shareware episode of Doom is a timeless classic in the history of the FPS genre, but Episodes 2 and 3 have not aged well at all IMO. I believe this is largely due to Sandy Petersen only being given two months to complete his maps and never having worked with a level editor prior to joining id. I can count the number of maps I liked on one hand. Most of the others range from just OK at best to bad/mediocre at worst. (E2M6, *yes, I said E2M6, deal with it haters :V* E3M2, E3M4, E3M5, and E3M9 all being clear examples.) Doom 2 might have it's flaws, but I honestly feel the overall package is much more enjoyable than Doom 1 was. People often criticize his maps, but Sandy was clearly given more time to flesh out his designs, and combined with the expanded bestiary and the addition of the super shotgun, Doom 2 was the better game for it.
  8. Doom 2 overall did sell better than Doom 1 did though, since it was actually sold at retail where as Doom 1 could only be purchased through mail order, like other shareware products of the time. Mail order wasn't exactly a trustworthy process, especially if you paid with cash or check as it could easily get stolen. The vast majority of people in 1994 either stuck with the shareware version of the game or pirated it from friends.
  9. Doom 1 and 2 were both $40 US at launch. (plus S&H in the case of Doom 1 since it was mail order only until Ultimate Doom came out) Adjusting for inflation it would be $70 today.
  10. Yeah, I don't know if I can offer much help. My guess is that the ASDR levels that are set in the GM.DLS file are handled in a different way by DirectMusic (Microsoft GS Wavetable Synth), which is why they sound incorrect when converted to the SF2 format. You'd have to recreate the ASDR values by ear. In regards to the Victory music, that's not how the Clav should sound anyway, since the notes are supposed to slowly decay in volume as the sustain is held out.
  11. Patch93

    Doom 2 ver 1.666

    I don't think so? I'm pretty sure most boxed copies of the floppy disk version you see on eBay are v1.666, much like how most boxed copies of the original registered Doom 1 you see there are v1.2. (They were the most pirated versions of the games afaik.) This would make sense as it was the initial retail release of the game on September 30th 1994.
  12. The pump-action SSG graphics were clearly just placeholders, especially given that it's nothing more than the normal shotgun sprites except edited to look like there's two barrels as opposed to just one. It seems like the proper break-action graphics were implemented very late in the game's development.
  13. @Doomkid I hope you don't mind that I showed this to John on twitter.
  14. The only thing that's missing is KDitD's Chinese mountains sky being used instead of the final Starport chapter sky.
  15. Patch93

    unpopular retro opinions

    Furthermore, this thread really should be called "unpopular gaming opinions" instead of "unpopular retro opinions". :V