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Posts posted by ENEMY!!!

  1. If I remember HMP was originally the default difficulty setting, and it makes sense, as players weren't used to that kind of "2.5D" gameplay back then, and many (myself included) started off entirely using the keyboard and arrow keys to move.  My first playthrough of Doom was on ITYTD and over the following year I went up to HMP and then UV.  With time, the original Doom campaigns became viewed as easy and so UV became accepted as the standard difficulty.  When I revisit the original campaigns (with the exception of Plutonia) I usually play on UV, but in the case of Plutonia and most modern PWADs I tend to play on HMP.

  2. I've created a new link on my Google Drive with each of the Makkon texture sets converted to PNG (but not palletized).  Each pk3 is named "d_makkon_X", and the directory structure is "textures/makkon_X" where X is the name of the texture set in each case.  Thus, you'll need to use/enable long texture names.


    In some cases I have included a "rot90" subfolder with some textures rotated by 90 degrees (particularly in the case of trims and brick textures, where sometimes mappers might want trims to be vertical rather than horizontal), and ANIMDEFs, which turn the switch textures into Doom-compatible switches.  I tested the switches in a test map in Ultimate Doom Builder and they are working for me.


    I have also included the original Makkon_License text file from the original texture sets.


  3. I've just been informed that my Google Drive link is down.  I was on the free 15 GB plan and must have accidentally removed it when I was deleting excess files, but I have since moved to a paid Google One plan with more storage.  


    I'm currently in the process of creating Doom texture WADs with the most up to date Makkon texture sets, again not palettised and with long texture names - this is largely for myself but I plan to put these up on my Google Drive as well, hopefully in the next couple of days.


    Talking of which, the Makkon sets are now far more numerous and varied, and you can find them all at Slipseer:


    Many of the old sets have been revised and expanded, especially the tech one, and there are new marble, concrete, horror and CTF sets.  I've been following the Quake mapping discord closely and there's an eldritch set (which reminds me a bit of Skyrim's dungeon textures) in the works.

  4. Revisited a partially finished mod that I'd been working on in 2020 and abandoned, probably due to a mix of perfectionism and discovering the K8Vavoom engine (this mod relies heavily on Xaser's Eriguns and therefore ZScript, so it's rather GZDoom-specific).  I returned to it and discovered that it was much further advanced than I realized.  Here's brief footage of a modded Hell Warrior and the Impalator - essentially a Doomified version of Hexen's Porkalator.

    I'd started mapping for it primarily with OTEX and not got very far, but I intend to use Ben "Makkon" Hale's Quake textures extensively for the upcoming map design.

  5. I never really thought much about this before, but I did a thorough secret hunt of E1-E3 in 1996 and eventually found every secret, but I never noticed the secret switch at the beginning of E1M1, and remember being surprised when I stumbled upon it later when playing Ultimate Doom.  This thread confirms that I didn't miss it, because it wasn't around in the version of Doom that I played in 1995 and '96 (I think it was either 1.0 or 1.1).  

  6. I listen to a fair amount of video game music.  Probably my three all-round favourites are:  

    Austin Wintory (e.g. Journey, The Pathless),

    Gareth Coker (e.g. some Minecraft expansions, Ori and the Blind Forest),

    Jeremy Soule (e.g. Elder Scrolls 3-5).


    Some other names spring to mind for, while not having as wide a range of music that I regularly play and replay, producing one or two soundtracks that I particularly like: 

    Bobby Prince (Doom 1), 

    Kevin Schilder (Hexen), 

    Aubrey Hodges (PSX Doom & Final Doom), 

    Mick Gordon (Doom 2016 and especially Doom Eternal), 

    Darren Korb (Hades), 

    Jessica Curry (Everybody's Gone to the Rapture, So Let Us Melt),

    Nobuo Uematsu (Final Fantasy VII and its remake).

  7. I believe that, not just in the realm of gaming, people generally accept user-unfriendly changes if they arise slowly and incrementally over time, rather than seeing big changes come in all at once, and especially if it's a widespread thing rather than just coming from one or two companies.  Individual steps aren't a big enough deal to be worth worrying about, but when they accumulate over time, the consequences can become large.  Gamers are increasingly desensitized to these sort of money-making tactics because they keep sneaking in gradually over time.  The Denuvo patch was a big step, and so it triggered a big backlash.


    I too have long-term concerns about Microsoft's acquisition of Bethesda/id, though I don't expect it to have major impacts on Doom Eternal, especially given that a large proportion of DE's player base is on Steam.  It will probably especially affect games further down the line - I can foresee increasing microtransactions and reliance on the Microsoft Store and Microsoft accounts, which Microsoft then uses to persistently advertise and push their other products such as Microsoft 365 and Microsoft Edge.

  8. I first completed Doom 1 back in 1995, so I don't have many strong memories of my first playthrough, but I definitely remember being stumped by the switch puzzles near the end of E3M4 for a while, and taking a while to figure out E3M7's system.  It took me a while to summon up the courage to complete E2M8, as I remember that in the original DOS Doom I would walk up to the Cyberdemon and then the screen would abruptly turn bright red.  I remember I had little difficulty beating the Spider Mastermind in E3M8 or the Barons in E1M8 though.

  9. One thing that puts me off a bit from using these textures extensively is that, following the FoxTex and Quake mapping discords in particular, I keep finding that the original textures from Substance Designer are excellent but that, when they are downscaled to 128x128 to make them work better with Doom's pixelated look, they look more washed out and less colourful.  I'm not sure if there's a way to address that or not, as for instance I had a similar criticism of the "Doom 3 textures for Doom" set, though ukiro's OTEX doesn't suffer from this.  As demonstrated by RonnieJamesDiner's screenshot above, as well as Remilia Scarlet's maps using the Doom 3 textures, this can be overcome with the effective use of dynamic lighting, but with traditional sector based lighting things look a little washed out to me.  I find it hard to write this as I know a lot of time and effort has gone into making these textures both good and usable, but I wonder if this is related to why there's surprisingly limited interest.

  10. 2 minutes ago, esselfortium said:

    Eternity does this too. There are real moving trains and other vehicles in skillsaw's Heartland.

    True, somehow I forgot about that, despite having been very impressed by the moving trains when I first checked out Heartland.  I'm not so familiar with how it works in Eternity but can see that it involves complex moving polyobjects and the extensive use of Eternity's portals.


    Yes, I saw this a couple of days earlier at the Quake mapping discord, it's excellent timing just after the Doomworld thread asking for a Quake equivalent of Doomworld.  The screenshots are just maps that demonstrate the texture pack, although Ben "Makkon" Hale is currently working on a remake of Quake's E1M1 using these textures.  He also released a cathedral map with his new marble set which is stunning and well worth playing and taking in the scenery:



    The tech set now has extensive computer trim sheets which people have already been mapping with in the Quake mapping discord.


    As a result of all of this I've been convinced to get into Quake mapping.  The dumpstruck_ds Trenchbroom 2 tutorials are also well worth checking out.  I've found out quite a few useful tips from those, especially the extrude function which is invaluable if you want to create good arches.  There's plenty of shortcuts to learn.

  12. I tend to think of an "X killer" as being the first game or two that significantly dents the popularity of X due to most gamers moving from X to the "X killer".  In that sense Quake 1 and Duke Nukem 3D were the "Doom killers".  I think of Half-Life and Unreal Tournament as the primary "Quake 1 killers" (Quake II was polarising and Unreal didn't catch on to the extent that Half-Life did).


    I remember playing Half-Life's Deathmatch Classic back in the day with one or two friends via LAN, which I thought was an interesting hybrid of Half-Life and Quake 1, featuring five of the Quake DM maps, though it has proved notoriously unpopular online.


    Unlike Doom 1/2, Quake 1 has taken a while to see a resurgence since that original drop in popularity, but I think a Quake 1 resurgence is well underway now.

  13. I really like the direction this is going in.  I reckon it's likely that I'll wait until Vol2 and Vol3 before I consider using them extensively in my own maps (mainly because I need the sci-fi and outdoor themes to go with these), but FoxTex has considerable potential to fill that "seeking something in a similar vein to Ben 'Makkon' Hale's Quake textures, but for Doom" niche.  I saw a certain amount of potential in ComTex but I think these FoxTex textures are a considerable improvement over the ComTex ones.

  14. One of the ironies of this is that until very recently, I'd have said, "I never got into Quake singleplayer, I had a phase when I enjoyed Quake deathmatch around 1998-2001, but otherwise I found Quake rather boring and brown".  In the past year I've finally got into Quake, thanks to the Dimensions of the Machine campaign with the remaster, Arcane Dimensions and Ben "Makkon" Hale's textures.  I can honestly say that over the past year I've been enjoying Quake every bit as much as Doom.  However, for me it's very much a case of Quake complementing Doom, rather than replacing it (as was advocated by many of the reviews around 1996-1998).


    Going back to Final Doom, in some ways one could see it as analogous to Doom 3: Resurrection of Evil.  RoE did add a couple of new weapons and monsters, but then you could argue that Plutonia established a new type of Doom gameplay (the "knockabout" style).  RoE probably got less criticism partly because the Doom 3 modding scene struggled due to the amount of time and effort it took to produce good Doom 3 maps, so there weren't that many similarly good user-created maps out there, whereas at the time Final Doom was released, there were already plenty of similarly high quality custom maps out there. 


    But also, by the time RoE came out, the advancing technology was already running into diminishing returns and reviewers weren't as hostile towards retro gamers.  I think the PC Zone review still made one or two references to "flogging an (un)dead horse" and the like in its Resurrection of Evil review, but it was nothing compared to its Final Doom review.

  15. Not many of the old reviews from 1996 are around on the internet, but I found the following one from GameSpot which was quite typical:



    The PC Zone UK magazine with the Final Doom review is also up on the Internet Archive:


    The other quote I vaguely remembered from the PC Zone UK review was, "Those people who still play Doom do so (a) in a vacuous attempt attempt to cling onto a utopian bygone era of gameplayer which never really existed, or (b) to play deathmatch."  I remember having felt a bit attacked by that as an old school Doomer in those days.  At 62%, though, the PC Zone review wasn't quite as negative as the GameSpot review (46%).

  16. Just found this comparison of the 2001 build with the final version that we got in 2011.


    I'm surprised that so many of the main locations and set pieces remained intact between the two versions.  To me, the 2001 version had potential to be a lot more fun and less watered down, though still containing some of the same flaws as the 2011 version.  The 2011 version just doesn't have as much Duke3D-style charm IMHO. 


    It would've had to be released before summer 2004 to avoid being compared unfavourably with Doom 3 and Half-Life 2, but I imagine that had it come out in late 2004 or 2005 it still wouldn't have been as negatively received as the 2011 release was.  All of this said, I doubt that it was ever likely to be as positively received as the original Duke3D, either.

  17. 6 hours ago, TheMagicMushroomMan said:

    Even though I don't like Plutonia too much, that's what cemented it in history. If it was just TNT, it would still be seen as an enjoyable/not enjoyable curiosity at best, and a cash grab at worst.

    Yeah, I'm in a similar position, I don't personally like Plutonia that much, but I think that's mainly down to taste, because I never really got into that "knockabout" style of gameplay, rather than because of anything fundamentally wrong with it.  TNT for me is a mixed bag, some very good maps but also some duds. 


    Nonetheless, I've still made a point of getting Final Doom alongside Doom 1/2 when getting the Collectors' Edition in 2006 and again more recently when I re-bought Doom on Steam (because it was cheap and I wanted to be able to log my playing time) - even though I haven't been bothered about the Master Levels.  I guess I think of it as too iconic these days not to pick up as part of the collection.