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About perkr

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  1. Any Greek person who can shed more light on this seemingly bizarre story: http://uk.reuters.com/article/2012/10/29/uk-greece-corruption-list-idUKBRE89S0EB20121029 Journalist Costas Vaxevanis risks prison for publishing a list of tax evaders sheltering their money in HSBC Switzerland. And the journalist risks going to prison... Really? What does the general public think of all of this?
  2. Doom 1's initial levels are great in my mind. I have always loved them since I first played them on my 486SX. In particular, E1 is amazing. It still is. Look at the detail, the use of SUPPORT to separate different "texture families", the subtle height differences, the way computer panels are inserted into the walls to give an additional sense of depth, the windows that give you glimpse of the Phobos landspace, etc. Amazing. Check out E1M5 and E1M7 in detail and keep in my mind that levels before those were essentially Wolfenstein style. Talk about advancing the state-of-the-art. E1 has also attention to detail in terms of gameplay. For example, many alternative routes are not necessary to explore but reward the player (e.g. E1M2,E1M3), there are areas where the lights go out and imps appear out of nowhere (e.g. E3), and areas where you have to backtrack a little but to keep things exciting enemies come out of secret chambers (e.g. E1M7). What E1 suffers is that it was designed for gamers in 1994, a time when no one really knew how to navigate a 3D game properly. Hence the levels are too easy now and many gameplay elements have become clich├ęs. I still think a run through E1 is highly entertaining, even up to this day. Case in point, I played through Doom 1 on UV on my iPhone and E1 and E4M6 really struck out. Still. However, past E1 it goes downhill monotonically. I wish Tom Hall would have had the time to complete E2 on his own without Sandy's involvement. Perhaps we would have had a more consistent E2. E2M1, E2M2 and E2M4 are ranging from OK to good, but IMO everything else in Doom 1 is pretty bad with glaring texturing errors. Essentially all maps that involved Sandy suffered borked textures and bland design. Aside from the original three episodes, E4 is particularly embarrassing (in one level the cacodemons are set too close together on UV so they cannot move! They didn't even bother to playtest the mapset...). E4M6 is a jewel though. Despite getting Doom 2 as soon as it was released I never liked Doom 2's levels. The levels are large and bland. Doom doesn't work without care to mapping details. Without SUPPORT that separates textures, subtle height differences and clever architectural design, Doom becomes Wolfenstein 1.5 instead. What I suspect happened was that there was no real enthusiasm inside ID to make Doom 2. Hence all the bland maps. They could have done so much more with it, but they chose not to. OTOH today I am grateful we got Doom 2 because of the new monsters and textures which perhaps have been instrumental to maintain such a lively community around a 16-year old game.
  3. Hi, I've been lurking around for some time here (dooming since I got an 486sx many eons ago). I found this article that talks about speed-running in games and speed-running in Doom in particular. It references an article on this site. Thought it might interest you guys: http://www.escapistmagazine.com/issue/52/14