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Posts posted by Krazov
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On 10/30/2019 at 4:14 AM, ketmar said:"-nomonsters". ;-)
Doesn’t that remove also keys? However, I was wondering if there are intentional projects more focused on gameplay without monsters. Some maps of 1993.wad had no monsters but that’s not the same.
About Doom Tourism: I played for a while in Quake tourism (with NIN’s “Ghosts I-IV”) and I found it very confusing where to go next. Monsters are suggesting the flow. I found it a very interesting experience.
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On 11/1/2019 at 9:16 PM, bradharding said:-
Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA.
Does Doom Retro handle mancubi and arachnatrons replacements in map 07 of Doom II? I saw a discussion somewhere about it but I don’t remember the conclusion.
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I had a break from Doom, during which I played a lot of walking simulators. I discovered that I’m fine with games that does not require any interactions on my part (especially killing). Now I returned to Doom but I have changed. Partially due to playing with gamepad which I like—especially in Doom Retro which has very good handling of vibrations—and partially due to post walking simulator syndrome, I am playing with second to the lowest difficulty level. I played with the lowest but I found double ammo on pickup somewhat humiliating. It’s difficult to balance those things.
On related note, are there any walking simulator projects in Doom?
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11 hours ago, elden4 said:3 minutes ago, elden4 said:I am following this amazing mod and I would like to know if someone play it on doomretro , does it work? or it better to look for a different engine like gzdoom or zandronum?
Yes, I am playing D4V with Doom Retro. So far, no issues with the mod itself (I am at map 31 of "Alien Vendetta" so I would assume to hit some problems by now).
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8 hours ago, Noiser said:Back to Saturn X works from start to end but it's not 100% compatible yet (which means some textures will look a bit weird)
Also, "Alien Vendetta" would be nice. They added waterfall for water liquid and it doesn't look good with "blood water". However, this brought some variety into "Killing Colours." I could have gone crazy from just one colour.
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I was 12 and the palette was pale compared to the one I knew from “Heretic,” which was my first FPS ever. My first impression of “Doom 2” was actually so bad I didn’t return to it until I was 13, with Doom95 (640x480 helped a lot). Now, I don’t play “Heretic” any more, however I keep good memories.
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4 hours ago, Noiser said:That’s actually fine, as it inspired me to learn how to use Slade3 to remove content that I had problem with. I will make the subset I want. Also, as I understand, I can use—with the right credits—desired parts of this WAD to bundle it with levels I’d make (maybe I finish something this time).
Again, this WAD brought a refreshment to Doom. A refreshment I needed. Good job and if you have a vision, follow it.
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Let me say first, kudos. Amazing job.
I return to playing Doom over summer where I had a computer but no Internet so I had to use what I have. Doom was on my hard drive. I played Chex Quest, then The Adventures of Square, and then HacX. I realised that while I like Doom’s mechanics, I am a bit worn out with classic view. Some sort of reskin was what I craved. And then I stumbled upon D4V. Exactly what I needed. It rebalanced the gameplay and made it more dynamic, albeit not unfair (and I’m saying this as someone who learns to play with gamepad, after years of keyboard plus mouse). Truly refreshing experience. Perhaps a gamechanger (if there would be a lot of D4V-in-mind maps).
Two things I don’t like:
1. Rather minor is CyberMancubi attack which makes it poor arachnotron replacement. It actually makes it easier opponent. While Baron of Hell has the same projectile, Baron himself is very fast so he makes up for it. CyberMancubi however, not. This won’t be a problem though with dedicated maps (Hell Razer is a good replacement of arachnotron and chaingunner at the same time).
2. I don’t understand why liquids were swapped they way they were. I did read on the previous pages that it came from Doom 2016 but adjusting it for Classic Doom would work better in my opinion. Melted metal (?) instead of toxic is fine, as it’s still industrial type of liquid (however, by the texture itself it should by default give a lot of damage, lava-like almost), but blood instead of water, and toxic instead of blood messes up with intended feeling. The strangest change is that Bloodfalls from Doom 2 become Toxicfalls. Also, a lot of Hell-themed maps use blood as a liquid, which will now become toxic waste. Kind of mood-breaker for me.
But apart from those two points, it’s just perfect.
[edit]
Also, this is a huge loss for me. I understand different colours for button but why this? I guess, it limits WAD to maps done with D4V in mind.
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MetroidJunkie said:One way of looking at it is the Archvile is the highest ranking demon in hell (second to the Icon of Sin, of course). The reason why I say this? If an Archvile is hit by friendly fire and attacks another demon, said demon will never target the Archvile in retaliation. Even the Spider Mastermind and Cyberdemon will just sit there and take it.
Or he’s got some kind of Perception Filter. (Is it even “him?”) Just imagine that—other monster attacks a player and hits, invisible to them, Archvile. Now comes a retaliation, and aforementioned monster doesn’t know what attacks them. As if dealing with Doomguy wasn’t stressful enough.
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Da Werecat said:Was browsing through the old shots again.
http://i.imgur.com/xtxyUN6.png
Those wall pipes looked wrong to me no matter what I did. I don't think I even included them in the public texture pack.Is this a downloadable WAD? Looks— promising, or nice at least.
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There’s that Tumblr, Architecture of Doom. I don’t know how much it’s connected to actual Doom—was it any inspiration or what—but it fits to the topic.
I like this brutalism quality of Doom engine.
Sometimes I see some Doom kind of building in the street and tell it to my wife and she just sighs. “You see Doom everywhere,” she says then amused. But there is more of us, as I see now. -
scifista42 said:[...] I didn't recognize the Pistol weapon as being a hand holding a pistol, but as a black+brown weird rounded triangle shaped thing [...].
Sometimes I still got that impression with normal shotgun. I actually had to think hard to see that there is a barrel. The perspective wasn’t kind in this case.
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I tried practising circle-strafing with Xbox controller under Doom Retro, and effects were far from perfect. Theoretically it should be possible but I found that playing differently with gamepad than with keyboard+mouse is more practical.
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Someone called that game breaking, but that’s a bit of exaggeration. Map 08 also has non-returnable exit room. There was no standards back then, after all.
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Yesterday I played for the first time in Tyson mode. I was checking something under Doom Retro and I kind of by accident finish TNT’s map 01 with my fist only. Of course, berserk pack at the beginning helped. In map 02 they actually killed me in the first room. Bummer.
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FanTazTiCxD said:The cyberdemon's death is too non-dramatic. Just a little "wroo!" and an explosion. It should have been longer and more dramatic
In case of E2M8 I could agree, but as a regular monster which he became later that would be tiresome.
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FireFish said:Does your knowledge about Japan come from fictional situations and the derp side of the internet ?
Much more than the Internet, as I’ve been interested in Japan as a whole phenomena since the 90s, but far from actual experience. And a few years ago I started losing interest in this lovely country. Now I’m more into South Africa. Still fictional situations, though.
FireFish said:In truth it sounds like something western teens would do to film, and then upload to youtube. ;)
Hello, my name is Johnny Knoxville, and this is Jackass. -
I thought they fixed that in later versions.
Wall humping sounds like a Japanese outdoor activity for frustrated people. -
Fonze said:Hahaha for a while, me either ;p I swear that secret exit is SO much less secret than the "real" exit.
I think it’s not as much secret as challanging. For non-jumpers at least. -
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I have an impression that list of new things is longer this time. Anyway, I like the improvement of objects bobbing in water. It doesn’t feel like a single layer anymore. It’s wavy.
DOOM Retro v5.3 (updated March 3, 2024)
in Source Ports
Posted ·
I remember discussion about it years ago, and it didn’t look good back then (feels blurry). Why the change now?