Finally playing/beating 1993 Doom in 2017

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enderandrew
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Finally playing/beating 1993 Doom in 2017

Post by enderandrew »

I like to understand and have an appreciation for the classics in every genre. I'm old enough that I played a bit of Shareware Doom when it first came out in 1993. I backlashed against it a bit, feeling like it got all the credit when really Wolfenstein came out before it (and Ultima Underworld was first).

I never bothered purchasing the full version (or pirating it) for years. FPS games are perhaps my least favorite genre (putting me in a very small minority it seems). But I like to play all the classics. With all the love for the 2016 reboot, and fancy source ports keep the legacy of the originals around, I thought it was time to revisit Doom.

I used GZDoom to play the original in 1920 x 1080 with all kinds of modern sexiness (dynamic lights, anti-aliasing, BRX filters for sprites, HD texture packs, etc.) I wanted to preserve the design and gameplay, but spruce up the looks a bit. I eventually compromised a bit on the original aesthetic and went with a completely different HUD though. I know most people in the Doom community seem to suggest that if you're not playing "Vanilla" Doom then you're doing it wrong and they insist all HD improvements make the game look worse, but to each their own. I think this:

http://i.imgur.com/XFbV8JC.jpg

Looks a bit better than Vanilla DOOM:

Image

Does it hold up? Well, it must for some because people are still releasing new WADs, people are still adding features to source ports, people still play the multiplayer, etc.
I was a little disappointed that on Ultra-Violence (second highest difficulty) I could get 100% on every level without too much difficulty if I was patient. Enemy AI is next to non-existent. It is easy to lead enemies to a corner, doorway or bottle-neck where you can pick them off and quickly turn back behind a wall for cover. Enemies have no sense of cover. They're generally not that fast. Very few moments were tense or scary.

A few moments were almost artificially unfair when you start a level with multiple enemies in your face, or you open a door into a room full of monsters directly in your face. Part of the appeal may be the lack of difficulty in a sense. Doomguy feels like a god in the way he can tear through legions of demons and shrug off most attacks. What amazed me is that punches were sometimes more powerful than shotgun blasts. He also runs very fast without ever getting tired.

I conserved most ammo for the big guns and played through all 4 episodes (technically the 4th episode wasn't part of Doom 1 initially, but was added two years later for Ultimate Doom) using only my shotgun and punches for probably 98% of the game. The BFG in episodes 2, 3 and 4 made the end boss fights rather trivial.

The aesthetics were a step up from the odd bright blue walls of Wolfenstein (though I still love the concept of killing Nazis and eating dog food for health). The soundtrack is great. Watching most videos it seems like this is a game meant to be played at a fast pace rather than the safe and plodding way I played it.

My intent was to play all the Classic Doom titles before moving on to Quake. I'm a few levels into Doom 2 currently, but I might take a break before revisiting the series. It was worth playing Doom 1. I'll eventually play the rest, but the gameplay is already wearing thin a bit sadly.

I tried jumping up to the highest difficulty. I started Episode 4 on Nightmare initially. I beat the first level but it was a massive pain starting with a pistol, little ammo and having to deal with a Baron of Hell very early on in very limited space. Later when you unlock a secret it traps you in a tiny room with multiple Barons of Hell. Some people play each level as its own thing with a pistol start. But I like to play games as complete experiences.

Doom offered very little in the way of story or narrative. There was one page of ending for each game with no real prologue or efforts at setting up a story. Episode 4 was a lazy ret-con when Doom 2 starts at the end of Episode 3, but then Episode 4 was squeezed in after the fact with no real explanation.

I know criticism of Doom may not go over well on a site celebrating a love of all things Doom. Let me say I'm grateful for the visual mods and source ports. I do intend to try some fan-made megawads in time. Though I do wish there was a little more to the gameplay of Doom.
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edward850
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Re: Finally playing/beating 1993 Doom in 2017

Post by edward850 »

Image
Also you gamma-ramped that vanilla image and aspect corrected it using nearest-neighbor pixel scaling on the smallest possible image. That's not quite how it's supposed to look.
enderandrew
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Re: Finally playing/beating 1993 Doom in 2017

Post by enderandrew »

edward850 wrote:Image
Also you gamma-ramped that vanilla image and aspect corrected it using nearest-neighbor pixel scaling on the smallest possible image. That's not quite how it's supposed to look.
I did nothing to the vanilla image. It was the first Google Search result for a Vanilla Doom image.

FWIW, your comparison isn't fair with the kittens. You're taking an image with pixelation but not a repeated/tiled pattern and then putting in an ugly tiled pattern and calling it HD.

This is an example of what replacing stock textures and sprites with HD versions can look like:

https://www.youtube.com/watch?v=ZulJCYES5Do&t=8m55s
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edward850
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Re: Finally playing/beating 1993 Doom in 2017

Post by edward850 »

enderandrew wrote: I did nothing to the vanilla image. It was the first Google Search result for a Vanilla Doom image.
I wouldn't exactly call that quality research. ;)
Here's a good example of what Vanilla looks like now, just by increasing the resolution.
That's a painting of a static image, not an actual screenshot.
Last edited by edward850 on Mon Jan 02, 2017 4:11 pm, edited 1 time in total.
enderandrew
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Re: Finally playing/beating 1993 Doom in 2017

Post by enderandrew »

edward850 wrote:
That's a painting of a static image, not an actual screenshot.
Yes, but it is a proof of concept of what it could be. Given that monster sprites are just 2D sprites and the wall textures are all flat objects, if someone took the time to replace them all at that fidelity, the finished product wouldn't look that different from what you see at the end of the video.
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edward850
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Re: Finally playing/beating 1993 Doom in 2017

Post by edward850 »

enderandrew wrote:Yes, but it is a proof of concept of what it could be. Given that monster sprites are just 2D sprites and the wall textures are all flat objects, if someone took the time to replace them all at that fidelity, the finished product wouldn't look that different from what you see at the end of the video.
And thus, not anything demonstrable. Congrats, you just discovered what a bullshot is, except in this case it's not in any kind of tangible assets. You're trying to pass something off that's actually intangible.

You need proof of your proof of concept.

Or simplified: Sure, the painting looks good. But so would a CGI cutscene trying to masquerade as gameplay footage at an E3.
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Mikk-
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Re: Finally playing/beating 1993 Doom in 2017

Post by Mikk- »

Spoiler:
For what it's worth; I'd prefer the original doom over that screenshot. HD textures don't mesh well with the simplistic flat walls of the original DOOM levels & usually the HD textures aren't 100% faithful to the source material, usually looking too glossy or lacking proper depth.
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InsanityBringer
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Re: Finally playing/beating 1993 Doom in 2017

Post by InsanityBringer »

it doesn't help that the painting does plenty of things that aren't possible in gzdoom. Things that aren't impossible to render in a 3D game, mind you, but things that GZDoom cannot do. Its definitely not as simple as it might seem.
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Graf Zahl
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Re: Finally playing/beating 1993 Doom in 2017

Post by Graf Zahl »

enderandrew wrote: http://i.imgur.com/XFbV8JC.jpg

Looks a bit better than Vanilla DOOM:
No, it looks like :puke:
TechnoDoomed1
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Re: Finally playing/beating 1993 Doom in 2017

Post by TechnoDoomed1 »

I do think it looks nicer than vanilla, but then again I find the original pixelated look terrible in my eyes. And the HD texture packs aren't up to my taste because most textures deviate too much or look weird (key bars, for example). That's why I use GZDoom's re-escaling and texture filtering.

I enjoyed Ultimate Doom a lot back when I played it, and since then I've replayed it several times. But I can't anymore: too little detail, far too easy... there's work out there done by the fans that's light years ahead.
Nevander
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Re: Finally playing/beating 1993 Doom in 2017

Post by Nevander »

The way I like to play classic Doom is with GZDoom, trilinear filtering, and some HQ sprite/font resizing and dynamic lights enabled. Keeps things vanilla with just enough graphical enhancement. I don't bother with HD texture packs because none have ever been completed.
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Re: Finally playing/beating 1993 Doom in 2017

Post by wildweasel »

Once in a while I like to go back and play the vanilla EXEs, or Chocolate Doom. It helps me appreciate just how solid of a foundation Doom was to begin with, as well as the things we take for granted in the modern Doom era.
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Re: Finally playing/beating 1993 Doom in 2017

Post by Hellser »

wildweasel wrote:Once in a while I like to go back and play the vanilla EXEs, or Chocolate Doom. It helps me appreciate just how solid of a foundation Doom was to begin with, as well as the things we take for granted in the modern Doom era.
Hence why I play quite a lot of PrBoom+, it's as oldschool as I can get without losing Boom compatibility.
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Enjay
 
 
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Re: Finally playing/beating 1993 Doom in 2017

Post by Enjay »

I've actually got an install of Doom 1.1 that I fire up every now and again. Not only is the EXE very oldschool with its own set of quirky bugs, the maps are different (albeit slightly) too.

That being said, I find the old low-res pixelated look very, very tough on the eyes. I usually play with GZDoom, often with dynamic lights and other enhancements and sometimes I play with hi-res textures, models, whatever on GZDoom, ZDoom, Risen3D, 3DGE and so on. And sometimes I don't. I play whatever I fancy at the time and I don't get all the "only way to play" elitism.

I also find posts along the lines of "I play vanilla except [insert preferred modern option here]" a bit weird too because anyone saying that is already identifying things that they don't like about playing 100% original Doom so they're not playing vanilla. Almost all modern players have some non-vanilla feature that they use regularly and they only vary in how many things and which things they like to change but so many draw a line at what they do and anyone crossing it is wrong.

To sum up, so much of this just looks like...
Spoiler:
to me. :P
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edward850
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Re: Finally playing/beating 1993 Doom in 2017

Post by edward850 »

enderandrew wrote:I never bothered purchasing the full version (or pirating it) for years. FPS games are perhaps my least favorite genre (putting me in a very small minority it seems). But I like to play all the classics. With all the love for the 2016 reboot, and fancy source ports keep the legacy of the originals around, I thought it was time to revisit Doom.
enderandrew wrote:I do intend to try some fan-made megawads in time.
Question: Should someone who just picked up classic Doom have fond memories of an abandoned 2004 WAD project? Something seems off.
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