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Jeffo2448

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Posts posted by Jeffo2448


  1. I just got the game today and I'm only on the second level, so my opinion is early so to speak. Anyway, what percentage of classic vs new DOOM do you feel this game is?

    My current opinion: 40% old DOOM/ 60% new DOOM

    It seems the game (early impression) is a bit arcadey. It's fun, but it is lacking some old school elements. I do miss the old school former humans/zombie men/chaingunners. I think the imps are cool though. I also feel the game is lacking the catchy music that loops throughout each level. These are just a few things that come to mind.


  2. 1. Are key cards as prominent as they are in the originals? Do you need them to beat every level?

    2. Is the Baron of Hell more of a boss type character or do they appear frequently during gameplay?

    3. Are there any hanging bodies/impaled bodies in the levels?

    4. Besides the UAC lab/foundry and Hell type levels, are there any other types?

    Thanks all


  3. It seems like the shotgunners, zombiemen, and chain gunners aren't really being incorporated into the game as much as I thought. There were hoards of them in the originals and now they seem sorta like filler material in the new Doom. Chaingunners were always a challenge, especially in numbers. I hope they use these guys effectively in the new game


  4. Hi all. I'm stuck on map 25. Please see below from doom wikia. When I turn on linedef trigger model, it doesn't fix the problem. Do I have to turn it on and restart the map? I'm using GL boom plus. Thanks


    Boom, PrBoom, PrBoom+, the Eternity Engine, and ports in the ZDoom family alter the behavior of Shortest Texture floor. This affects the linedef (1289, Type 30 - W1 Floor Raise by Shortest Lower Texture, Tag 26) tagged to sector 274 in this map, which relies on the original engines behaviour to function properly. Triggering the line with a port that has altered this behavior will cause sector 274 (a teleport) to rise to its upper side, preventing the player from entering it. Fortunately many of the above mentioned ports feature compatibility options to restore the original engine's behavior in this circumstance. Users of PrBoom and PrBoom+ must turn on "Use exactly Doom's linedef trigger model" and Eternity players need to toggle "Use Doom's linedef trigger model". Starting with version 2.3.0, ZDoom automatically detects the correct compatibility settings for this map, if using an earlier version of the port the option to set is "Find shortest textures like Doom."


  5. I'm no tech guru, but I've been playing wads via GLBoom+ for awhile now. The graphics are crisp, but the lighting effects are always so bright. I'm guessing this is a default setting? Is there a setting I can change to have the lighting mimic the actual presets of the map (with darker more atmospheric lighting). Thanks


  6. deadwolves said:

    E3M1 is just messed up. You start off in a ruined put of rotting trees with a red sky above. To get to the shotgun you have to run through an invisible wall with bloody altars. Just before the exit, more altars. And to leave the map you step into a floor of satanic images. Sets the scene for the rest of the episode.

    True true, but for some reason I always hated that map. Never liked the design or colors.


  7. What do you think are the creepiest maps and/or sections of maps in DOOM? My choices have a lot to do with nostalgia since I started playing when I was 6 years old, but here they are:

    E1M2 - the strobe light maze area. It's dark, eerie, and it occurs early in the game

    E1M5 - the music alone is creepy. And the opening with the big acid pool is haunting IMO

    E1M8- again, the music is depressing and eerie. The map itself is dark and feels "empty"

    E2M4 - Deimos Lab - for some reason, this map just stuck out. Maybe it's the music or level design, but it's creepy

    E3M4 - House of Pain - I remember thinking it was a torture chamber and all the dead bodies, etc. hanging from the walls scared me when I was young. Plus the bloody walls didn't help

    Doom 2 didn't really have many creepy maps IMO.

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