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baddream

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Everything posted by baddream

  1. baddream

    Better doom or Half-life?

    The relevance? Perhaps Captain Red's contributions have been more substantial in the past. If this were the case (and I doubt that it is), I might see more of a reason to restrain my observations for fear of irritating him.
  2. baddream

    Better doom or Half-life?

    How about looking at it the other way? How could anyone waste his time playing Half-life if he did something with his life besides go to school and play games? Do you ever read fiction or literature of any kind? Judging from your spelling, perhaps not. (I'm not a native speaker, so don't say I'm being misogynistic just because I can write decent English.) Super Mario World is a brilliant game, by the way.
  3. baddream

    Better doom or Half-life?

    Doom 3? Isn't it more like Half-life than Doom? Haven't played it, so can't say for sure. I was talking about the originals (I haven't played Half-life 2 either). In any case, democratic vote was never the best way to evaluate the true value of anything anyway. And frankly, this is Doomworld, I should be able to say that Half-life is puerile puppy food compared to Doom, without incurring the wrath of more than a couple of overly sensitive tourists. Peace!!
  4. baddream

    Better doom or Half-life?

    And now in 2008, Doom is better once again. :P
  5. baddream

    Better doom or Half-life?

    That seems to me like a good, unbiased analysis. It's just that some of us look for story and immersion in better places, such as literature and cinema. ;)
  6. baddream

    Better doom or Half-life?

    Half-life still alive? Well, that's news to me. I don't care for Counter-Strike either.
  7. baddream

    Better doom or Half-life?

    I think Carmack was a bit soft when he said: "Story in a game is like a story in a porn movie." But he was clearly on the right track. That's why people still play Doom, alone, in its more or less original form. If I want to watch a mediocre movie while occasionally pressing some buttons, I'll, umm, go do something else instead. If there hadn't been Counter-Strike, I doubt Half-life would have lived even that long, which is usually what one can expect from story-driven "games".
  8. baddream

    Good old Doom2 --Suburbs MAP16

    Heh, wouldn't that be fun? You could, of course, still shoot them, you just wouldn't be able to see them so easily. But what if you couldn't even shoot them, but they could shoot you? Wouldn't that be even more fun? In any case, I think that unrealistic limitations can actually make a game more fun to play, one just has to have the right sort of attitude (which, I guess, was mostly the point of my previous post). After all, the whole idea of games is based on artificial limitations (such as the rules of chess).
  9. baddream

    Good old Doom2 --Suburbs MAP16

    It's of course important not to let nostalgia cloud one's judgement. What I really like about many older games is their game-like quality: they know they are games, and they don't try to be anything more than games. Often, for this reason, they manage to be better games. I suppose this might be because the graphics used to be so primitive that games had to sell themselves as games: the focus had to be somewhere else than the graphics. Think of Doom as a complex reaction and button-pressing game clad in shabby monsters and guns. Most newer games are not even that. They are more like graphics tours. Oh the horror! Give me Tetris any day. Or let me take a walk in the woods. From this same perspective, but with a less reductionist gaze: the levels of Doom and Doom II can be pretty fun and inventive, yet concise and coherent. I think Myk has covered this ground rather well.
  10. baddream

    Good old Doom2 --Suburbs MAP16

    My objection was to the idea that realistic maps were somehow inherently better than surreal ones. *I like* shabby surrealism, and couldn't care less for any purported realism when playing Doom. When I want to experience beauty, I listen to Wagner.
  11. baddream

    Good old Doom2 --Suburbs MAP16

    But isn't it after the first few levels that the influence of hell begins to disfigure everything? At least in Doom II that's made explicit in one of the story inserts. Surrealism in this context seems more appropriate than realism. So what do we have? Maps that remind you of bizarre fever dreams, a lonely marine who jogs faster in his space armor than you can ride a bike, the almost sadistic occurrence of medical kits in the most unbelievable places. What's not to like?
  12. I just came back to Doom after some years, played a few (6) levels in Nightmare difficulty (Ultimate Doom), and decided it was too difficult for now. But then when I tried Ultra Violence, the slow reactions of the monsters started to bother me. The monster reactions had been much faster in Nightmare, and now seemed unrealistic, monsters taking walks when the target is clear at sight, and so on... So my question is, how can I play Ultra Violence with the monster reaction time of Nightmare? I use jDoom/Doomsday source port, and play Ultimate Doom, Doom II, and Final Doom (from Collector's Edition). EDIT: I have Windows XP, if that makes any difference.
  13. baddream

    Good old Doom2 --Suburbs MAP16

    Personally, I don't care what a map looks like as long as it's memorable and fun to play. Probably the levels I remember the best (from playing Doom II when I was 15) are all by Petersen. Tricks & Traps, for example. Many Doom/Doom II levels I don't remember at all.
  14. baddream

    more difficult UV? (monster reaction time)

    That was precisely where I couldn't get a user account to post a bug report. It says they send a confirmation email in 24h, but it's been at least 36h by now....
  15. baddream

    more difficult UV? (monster reaction time)

    Thanks. I sent a pm to him.
  16. baddream

    more difficult UV? (monster reaction time)

    I can't seem to get a user account for the Doomsday forum, so could someone else report the bug? Here's what I would write: _Inconsistencies in Imp-fireball speeds_ I've been playing Nightmare, Ultra Violence -fast (activated through the in-game console using a different command), and Ultra Violence with various Imp-fireball speed modifications (made using WhackEd2). In all of these three cases, the fireball speeds are often incorrect (usually 10, when should be 20). I haven't used savegames. With Chocolate Doom, these things work as they should, so I strongly suspect that the problem is in the jDoom/Doomsday source port, and it may not be limited to imp fireballs, but may concern other projectiles as well (I only experimented with the first levels of Ultimate Doom and Doom II).
  17. baddream

    more difficult UV? (monster reaction time)

    I tried editing the imp-fireball speeds using WhackEd: no effect. There must be some bug in Doomsday regarding those balls. Everything else I've edited with it has worked.
  18. baddream

    more difficult UV? (monster reaction time)

    Thanks! How about Baron fireball? Its default speed is 15 (imp fireball's is 10). What are the monster speeds in -fast? Defaults seem to be mostly 8. Demon and spectre have 10. I'll report the possible bug...
  19. baddream

    more difficult UV? (monster reaction time)

    Vermil, I tried emeditor and notepad, but didn't work. In any case, I would still need to know the values. Myk, it's not the savegames. When I start a new game in UV, and write the command in console, sometimes the fireballs are fast, sometimes not (it always works in other respects, though). Also, when I simply start Nightmare, sometimes the fireballs are fast, sometimes not.
  20. baddream

    more difficult UV? (monster reaction time)

    More problems... The whole "fast monsters" thing seems to work inconsistently in jDoom/Doomsday. I suppose that's why I didn't notice that imps' fireballs flew much faster in nightmare: they didn't when I played it earlier. But when I tried before I posted my last post, they did. In UV with the fast-monsters command, they sometimes do and sometimes don't. I've noticed three different speeds for the fireballs. Something like slow, rather slow, quite fast. Using WhackEd to edit the projectile speeds might solve this problem, so could anyone tell me what those speeds are supposed to be?
  21. baddream

    more difficult UV? (monster reaction time)

    Gee, you're right, Myk. Sorry guys! Somehow I hadn't noticed that the monsters were sped up in Nightmare, etc.... OK, tried it, works. The command in jDoom is "game-fastmonsters 1" (in the console in-game, and without the "").
  22. baddream

    more difficult UV? (monster reaction time)

    Just noticed that WhackEd says about reaction time: "this is how fast the thing will wake up." So it's not reaction time I'm interested in, after all. In Nightmare, the sergeants, for example, keep shooting at me, and not wandering around walking while shooting only occasionally (as in Ultra Violence, regardless of the reaction time). WhackEd doesn't have any parameter that seems like it might affect this. So now my question is, can Nightmare be played without the respawning monsters, somehow?
  23. baddream

    more difficult UV? (monster reaction time)

    Thanks, I'll look into the Dehacked. EDIT: I changed all the monster reaction times to 1 (with whacked), but they still seem a bit lazy compared to Nightmare. I know the editing works though, since I tried changing hitpoints and that works.
  24. baddream

    more difficult UV? (monster reaction time)

    I'm not really that interested in the "fast" modification (which is why I put "monster reaction time" in the subject line).
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