Original Doom

If it's not ZDoom, it goes here.

Re: Original Doom

Postby Zanieon » Mon Feb 09, 2015 3:43 pm

Enjay wrote:
MetroidJunkie wrote:Besides, the Doom Guy's a friggin' Olympic runner even when he's bogged down with equipment so it's not like he even needs a vehicle. :lol:

Indeed: an Olympic runner who has cheetah-sprint-like speeds that he can maintain over marathon distances with the carrying capacity of a pick-up truck. :yup:


In a nutshell Doomguy is this with the speed of this.
User avatar
Zanieon
A Tamer of The Dark
 
Joined: 13 Jan 2009
Location: Somewhere in the future
Discord: Zanieon#3177
Twitch ID: Zanieon
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Original Doom

Postby NeuralStunner » Mon Feb 09, 2015 4:55 pm

Enjay wrote:I really, really dislike driving in FPS games.
The Halo series has about the only intuitive/acceptable driving I've seen. The direction you point the camera is the direction you drive. Given that vehicles are a pretty core part of its gameplay, it really needs this.

I don't remember seeing such a nice systme in any other game series, which is disappointing. (Driving in Source engine makes me want to punch the screen. :evil: )
User avatar
NeuralStunner
not actually a catgirl
 
 
 
Joined: 21 Jul 2009
Location: =o_O=
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Original Doom

Postby Enjay » Mon Feb 09, 2015 5:57 pm

NeuralStunner wrote:(Driving in Source engine makes me want to punch the screen. :evil: )

Yes, it's like the vehicles have the ragdoll physics properties transferred to them. Hit a bump or go up an embankment and your vehicle tumbles and topples uncontrollably all over the place in a ridiculous manner. To be fair, many vehicles in FPS games behave a bit like that.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Original Doom

Postby Athel » Mon Feb 09, 2015 6:20 pm

I have no problem with it. Im actually used to it by now. Then again, last time i played HL2 was my blind run and I cheated with the map command in...2011? :p
User avatar
Athel
Oh god what do I do here
 
Joined: 21 Aug 2013
Location: New Jersey
Discord: Athel#2406

Re: Original Doom

Postby Zanieon » Wed Feb 11, 2015 4:39 pm

i prefer drive the vehicles in Half Life 2 INFINITE TIMES than drive a fucking Hellbender in Unreal Tournament 3, surely the terrain on this game doesn't help wheeled vehicles at all.
User avatar
Zanieon
A Tamer of The Dark
 
Joined: 13 Jan 2009
Location: Somewhere in the future
Discord: Zanieon#3177
Twitch ID: Zanieon
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Original Doom

Postby Xtyfe » Wed Feb 11, 2015 5:35 pm

Vehicles have no place in FPS games. At some point the kiddies gotta choose if they want a shooter or a racing game.

Whoever thought this was ever a good idea is on my shit list.
User avatar
Xtyfe
Neque Deos, Neque Dominos
 
Joined: 14 Dec 2007
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Original Doom

Postby MetroidJunkie » Wed Feb 11, 2015 8:41 pm

Xtyfe wrote:Vehicles have no place in FPS games. At some point the kiddies gotta choose if they want a shooter or a racing game.

Whoever thought this was ever a good idea is on my shit list.


How about sort of vehicular rail-shooter sections where you aren't manning the vehicle but you're shooting at enemies to keep them out of the way of the vehicle?
User avatar
MetroidJunkie
 
Joined: 19 Aug 2011

Re: Original Doom

Postby wildweasel » Wed Feb 11, 2015 9:23 pm

I don't mind segments with drivable vehicles, but in the early 2000s, it felt like EVERY first-person shooter had a back-of-the-truck rail shooter sequence, and I have become quite tired of those, especially since half of them are not very well done (especially Soldier of Fortune 2 and the hideously slow-paced one near the beginning of Medal of Honor: Allied Assault).
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Original Doom

Postby leileilol » Wed Feb 11, 2015 10:24 pm

which is why I never understood the hype Beachhead 2000 got back when it came out in ... 2000


though certain custom vehicles for UT2004 do feel nice and by default they're better than any Gmod vehicle ever. The best part is that the bots can use them well most of the time including the helicopter-based ones.


The only good vehicle any Source game (or rather all idTech and derivatives prior to 5) had was in GoldSrc with Counter-Strike beta 7's vehicle brush entities. that's real hacking genius right there. de_jeepathon2k forever
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: Original Doom

Postby XanderK9 » Wed Feb 11, 2015 10:33 pm

There was an hype with Beach Head 2000? o_O
User avatar
XanderK9
The Elusive One
 
Joined: 13 Feb 2012
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Original Doom

Postby SamVision » Thu Feb 12, 2015 12:08 am

XanderK9 wrote:There was an hype with Beach Head 2000? o_O

As an arcade game yeah, not as a PC game. I remember it on the arcade it was da shit.
User avatar
SamVision
 
Joined: 13 Apr 2010
Location: Behind You

Re: Original Doom

Postby XanderK9 » Thu Feb 12, 2015 9:34 am

I know I heard about it from ads and I did saw the arcade cabinet back then, but it never picked up my interest and the same for the others. I guess the hype never reached where I live. :P
User avatar
XanderK9
The Elusive One
 
Joined: 13 Feb 2012
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Original Doom

Postby Marinelol » Thu Feb 12, 2015 9:52 am

After circle O destruction in doom2, spent the rest of the game waiting to meet a new monster -Thought archviles were great back then, stop using everywhere in everymap!! The only one was that icon of sin.. Oh well had a ton of fun playing survival in that map instead of trying to shoot rockets into its forehead.
User avatar
Marinelol
ONLY PEGG
 
Joined: 06 Feb 2011

Re: Original Doom

Postby leileilol » Thu Feb 12, 2015 10:21 am

SamVision wrote:
XanderK9 wrote:There was an hype with Beach Head 2000? o_O

As an arcade game yeah, not as a PC game. I remember it on the arcade it was da shit.

Both came out at the same time and it was WizardWorks' desperate "please please forget nam and ww2 gi existed pleaaaaasse"
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: Original Doom

Postby Graf Zahl » Fri Feb 13, 2015 11:33 am

As a non-mapper, for me there was one thing that was causing me endless grief:

I have always liked to build my own episodes out of user made levels, so the obvious thing was to have some MAPINFO equivalent.
And sadly, the more 'basic' ports still do not have such an essential feature where to assign names, music tracks, sky texture and exit destinations.

I think this has been the biggest failure of early port development, and once the plain Boom ports were mostly feature frozen it was too late.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Previous

Return to Off-Topic

Who is online

Users browsing this forum: No registered users and 2 guests