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MattGuy1990

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About MattGuy1990

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  1. MattGuy1990

    Why haven't there been more indie Doom clones?

    I agree with you here, and I'm gonna explain myself better; Half-Life isn't a Doom clones because, despite of having lots of elements token from it, there's one key aspect that makes the philosophy of the game very different; it's pacing. Unlike any other shooter before, HL asks the player to just stop moving, at various points, either to listen to an NPC talking or because the way forward is blocked and the gamer needs to observe the area in order to find the alternate route (or making it himself). Doom and clones are almsot the exact opposite; they are all about movement. The pacing never stops being fast, both in combat and exploration, and even when the player's stuck all it needs to do is running around in order to find the right door/the key to unlock it/the button that makes the right platform going down. A typical Doom level hardly, if ever, asks the player to stop dead on the track. That's way games like Quake 1 and 2 or even the original Unreal qualifies as Doom clones, since the philosophy in gameplay and pacing it's the same, and it's indeed the key factor that differentiates Doom and clones from all other kinds of FPSs, modern or not.
  2. MattGuy1990

    Why haven't there been more indie Doom clones?

    For me Ion Maiden is a Doom clone because the phisophy it uses in both gameplay and level design is very like the one used in 90s shooters (and yeah, Hald Life 1 counts as such too, despite having some particularities then made it go above your averag Doom clone of the time). Who cares if levels are all linked instead of being separated, the ideology in the design is still the same. I get though why all this might create confusion in you, as Doom and Quake are similar in gameplay and design, but see it this way: a "Doom Clone" is easy to reconize because it uses the same kind of technology (NOT game engine, mind you) and gameplay phyloophy that Doom/Wolf-3d had, which is what every FPS in the early 90s was doing; when Quake was introduced things were starting to change rapidly, as things like a narrative story told in the game were being introduced only a few years after it. So yeah, maybe using the term Quake clone isn't all that right given the context, but you gotta trust when saying that Doom clones are much easier to reconize and being understood.
  3. MattGuy1990

    Why haven't there been more indie Doom clones?

    You read my mind, pal x3. I personally still love Doom today because it haves one of the great level design ever featured in a game, something I miss a lot in modern FPSs these days (open-world shooters doesn't count). For me, a "Doom clone" made today must have these requirments: graphics made mostly of sprites and textures in 3Dish walls (use of polygonal object must be limited, if anything use it for some objects in game; if you make a game with Doom gameplay but made mostly of 3D objects, then it's a Quake-clone) and a complex, explorable open-ended design for levels (doesn't need to be abstract like the original Doom, you can use realistic map/building floors design) with some verticality in it since that the lack of it would make it more of a Wolf-clone. Of course, enemy placement also plays an important factor; having hordes of enemies placed in one single area, charging at you in all directions, can and will become tedious after a short while; having fewer enemies placed in a lot of different areas would make them feel more unpredictable, no matter the number. Retro Blazer looks a lot of what I mean for modern Doom clone... if it wasn't for the orizzontaly, very labyrinthic level design, which reminds me more of WOlf. It's not bad per se, but the main problem with Wolf-3d were the levels bein very labyrinthic and looking too monotonous in textures and design, making the levels feel more the same and harder to navigate.
  4. MattGuy1990

    What difficulty do you play Classic Doom on?

    It's a choice between HMP and UV. Usually I go with the latter when I'm sure I know the structure of a level, after I played it. Still haven't dared to touch Nightmare ^^'.
  5. MattGuy1990

    What kinds of things needs improvement in Doom?

    Enemies having different death animations according to how much damages the weapon makes (like the revenant being being splitted in half by a super shotgun shot, or reduced to bones by a rocket), instead of it being random like in current mods. Also, enemies showing different kind of body damages to showcase how close they are to death.
  6. MattGuy1990

    Commissioning mods?

    Uhm, I meant the fandom around Doom ^^'
  7. MattGuy1990

    Commissioning mods?

    Damn... I caused more of an argument then what I expected O.O . What I understand from all this it's that the fandom (or at least, this forum) seems pretty divided bout the subject. I'm no expert in how the market works, admitedly, but let me share my opinion; I agree with those who says that mods for money shouldn't make it their main job; unless you can handle it,t, that would only cause you to have more requests then you can humanly satisfy in a reasonable time, and in the end what you like as a hobby would very likely become hateful. Of curse, it's their right to decide how much they want to be paid for even one map, what I mean is that they should still have fun while doing it, even if for money. Personally, I think that a mod commission (maps or whatever else) it's something that should be done with the partecipation of both the commissioner and the modder. Of course, that's kinda utopistic since the payers have no right to do that, but for me it would be the ideal solution. Also, be sure that who makes the mod is one with actual experience into it, not a scammer or the like. Sorry if you don't agree with what I wrote here, it's just my modest opinion and I respect yours too ^^.
  8. MattGuy1990

    Commissioning mods?

    It can aslo depends on what the modder's capable of/feels like doing. If he prefers doing large maps or smaller ones, that's the standard where he's most capable in, so the price shouldn't be expensive de├Ępending on that. When maps however starts to be out of his usual works, that's where the price should rise, swince he would most definitely spend more time to make the map as good as possible (of course, the commissioner can and should also help about the shape of the map, what's inside it etc.)
  9. MattGuy1990

    Commissioning mods?

    Never said you were an hater ^^'. Just wanted to say that there are many people who hates him, and I didn't understand why until now. I just love his work on BD is all.
  10. MattGuy1990

    Commissioning mods?

    Well, same can be said with the like of the Simpsons and Spongebob, yet they have their personal Doom mods xp. But, if you wanna be more in tone, I was thinking of a mod where you play as one of the villains in the show, this way the carnage would be more justified... Or, you know, a complete TC similar in tone to The Adventures of Square. Another SGT. MARK hater, uh? I can't undestand why does he get so much hate (counting the mistakes he made...)
  11. MattGuy1990

    Commissioning mods?

    I would commission a mod based on ponies xD.
  12. MattGuy1990

    Commissioning mods?

    Sometimes doesn't mean all the time. I think people who would do that are more then we think, we should just ask around ^^
  13. MattGuy1990

    Commissioning mods?

    It's true tha modding's a hobby, but so is drawing on da or other sites, and even there some artists draws for money, even making it their main job. I'm just talking in the point of view of people like me, who loves modding but don't have the talent for it, nor the right time to learn. They can do some sort of collaboration with the modder they pay, so that they can like design what maps they want, what kind of weapons, textures etc.
  14. MattGuy1990

    Commissioning mods?

    Is this an idea anyone had before? I mean, those who would like to have a personal mod but they don't know how to do, yet they have money to spend, can they commission a particular mod from an actual modder (it can be textures, weapons, entire new levels, TCs etc.)? If no one did this before, I think it's time think about it; I'msure that thanks to patreon or paypal, modders can make lots of money with this ­čÖé
  15. MattGuy1990

    What about Powerslave?

    I feel like, even after Powerslave EX, we're far from having the complete experience of this cult classic. The EX version is based on the PSone port, which has limited textures and simplified rooms compared to the original Saturn version. Now that the source code has been released, does anyone haves the intention to recreate the Powerslave the way it was concieved originally? I tried using Saturn emulators, but so far I had problems on how to run them. I think we all need an EX version of Satur Powerslave, it's much better for all of us.
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