Doom VS Rise of the Triad

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LkMax
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Re: Doom VS Rise of the Triad

Post by LkMax »

lol, no need to be butthurt.
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Re: Doom VS Rise of the Triad

Post by wildweasel »

Warns have been issued. If you have an opinion, that's fine, but stating it as fact and then insulting anybody who disagrees is very much against rules...as is bragging about using the ignore button.

If you guys wouldn't mind actually talking about ROTT, I would appreciate it.
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Viscra Maelstrom
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Re: Doom VS Rise of the Triad

Post by Viscra Maelstrom »

well, i would like to give the game a try, but i feel as if the only attraction i have for this game is the music, which is as a whole vastly better than the Doom games ever had. which is great and all, but it's the same reason i kind of have a falling-out with the Sonic games. any Sonic game, really, but while the classic ones looks pretty and sounds fantastic, it's just not the type of games i enjoy that much.
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Hellsmith1
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Re: Doom VS Rise of the Triad

Post by Hellsmith1 »

There's another thing that I don't still quite get yet. Uhm in ROTT there's so many traps all through the levels. Moving walls, fireball cannons, jet flamethrower, spikes, spinning blades etc...
In doom all it has is moving ceilings and bio hazardous waste pools and other liquid hazard dangers but that's it. There could be more traps in doom but that's all I know of for now.

In doom they could have added some more traps kust to make it more challenging. You know.
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Re: Doom VS Rise of the Triad

Post by Hellser »

Monster Closets. They can be considered as a trap. Oh and telefragging your own voodoo doll (which kills you as well). So much fun. :)
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LkMax
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Re: Doom VS Rise of the Triad

Post by LkMax »

Hellsmith1 wrote:There's another thing that I don't still quite get yet. Uhm in ROTT there's so many traps all through the levels. Moving walls, fireball cannons, jet flamethrower, spikes, spinning blades etc...
In doom all it has is moving ceilings and bio hazardous waste pools and other liquid hazard dangers but that's it. There could be more traps in doom but that's all I know of for now.

In doom they could have added some more traps kust to make it more challenging. You know.
That they improved in Quake. Yet not as many traps as ROTT if I remember correctly but still more than Doom.
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Re: Doom VS Rise of the Triad

Post by NeuralStunner »

darkhaven3 wrote:WinROTT and WinROTTGL aren't the best, but they are basically your only option.
Last time I used WinROTT, it kept hanging at the post-boss CGs. Also, while I appreciate vertical mouselook, it feels really off. (Compared to DOS Blood's, which is actually pretty good.)

An official port (like SW Classic Redux) would be nice, at the least.
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Re: Doom VS Rise of the Triad

Post by leileilol »

I would say something but i'd end up repeating myself
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NeuralStunner
 
 
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Re: Doom VS Rise of the Triad

Post by NeuralStunner »

leileilol wrote:I would say something but i'd end up repeating myself
Go ahead, it seems I pretty much did. :P

Also, regarding music: D_E2M1 for me. Though I can't argue with Lee Jackson at all. (Most of the good stuff in Duke3D is his, too.)
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LkMax
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Re: Doom VS Rise of the Triad

Post by LkMax »

NeuralStunner wrote:
darkhaven3 wrote:WinROTT and WinROTTGL aren't the best, but they are basically your only option.
Last time I used WinROTT, it kept hanging at the post-boss CGs. Also, while I appreciate vertical mouselook, it feels really off. (Compared to DOS Blood's, which is actually pretty good.)

An official port (like SW Classic Redux) would be nice, at the least.
SW Redux also has bugs that the original doesn't have. Nothing game breaking, but a few annoying, like not being able to see any landmine in the Twin Dragon Expansion, forcing the player to guess only by the beep they do.
NeuralStunner wrote:
leileilol wrote: Also, regarding music: D_E2M1 for me. Though I can't argue with Lee Jackson at all. (Most of the good stuff in Duke3D is his, too.)
Shadow Warrior OST was his too IIRC. If only it had more tracks to be used with the expansions.
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Re: Doom VS Rise of the Triad

Post by PlayerLin »

I'm not sure why leileilol said no source code of WinROTT(final release: 2.24 then goes to WinROTTGL branch), since it still can get from here: http://www.riseofthetriad.dk/DL_WinROTT.htm

The latest WinROTTGL was 1.70 from here, but yes, this one wasn't released source code because Birgers just stopped updates his RotT site(and related pages), then went MIA since the WinROTTGL 1.70 released and no body heard him anymore. :3:

But the 1.64 and some older's source code can be download on his site too, just on different page.

(For some reasons, I forgot say those information when I were read this thread some months ago...silly me. :oops: )

For now it can safely say the port just dead, unless the MIA guy come back and release new version of his RotT port. :(

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