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Xeogred
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Re: The DOOM Thread

by Xeogred Sat Jul 28, 2018 10:45 pm

I'm two levels away from finally conquering Hellbound. This megawad is insane and I'll probably clock in over 12 hours on it. Overall this is one of the best megawad's I've played by far, though I do like the first half (Earth bases) more than the hell levels. But that's often how it goes for me with all things Doom, I'm a sucker for the sci-fi complexes and such. This whole megawad showcases some of the best details and architecture I've ever seen. It's a 2013 release and shows. Highly recommended.

Next up I might give Back to Saturn X a shot, another 2013 release (revised in 2017 too it seems). Looks extremely promising and has a lot of new textures like Community Chest Pack 4.

I think the first level really shows off how amazing and far the Doom community has come, for anyone interested:
https://www.youtube.com/watch?v=3oHw9QQnTRI
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Re: The DOOM Thread

by Xeogred Sun Aug 05, 2018 8:22 am

60. Doom 2: Hellbound (PC) [12hr][Complex|HMP]
61. Doom 2: Sawdust (PC) [50min][UV]
65. Doom 2: Back to Saturn X EP1 (PC) [7hr][Complex|UV]

The progress of my Doom'ing.

Back to Saturn X is really impressive and a full second episode exists but I might try Plutonia 2 before that. BTSX was a full 25 maps worth. I did make the mistake of playing BTSX with Complex though, which is not always very balanced with the enemy randomizing and spawns. Unlike Hellbound which had most enemies placed on the map normally, BTSX was back to the classic monster closets, tricks, traps, spawns, and tight corridors with small arenas throughout the levels, which was absolute chaos with Complex... and I even tried it on Ultra Violence for some reason. It was hard as hell, I didn't have to cheat but probably died a good hundred times and save scumming helped, along with Complex's additional insane weapons. Maybe this soured my experience a bit, it's not any mappers job to make their maps balanced with unbalanced mods in mind haha, so it's on me. So I'll probably take a break from Complex, even though I'm still a fan of this mod.

The OST was very, very strange. I feel like they were going for some kind of Dream Theater prog thing and the music itself often wanted to be the main star... I'm usually not one to rag on VGM but something about a lot of the OST just did not jive with me much, even though it's pretty impressive on its own and always great when a megawad gets original music. I just, I really can't pinpoint it. But I played with all of the original music and will continue to do so with episode 2.

http://www.youtube.com/playlist?list=PL ... Pk5Z5W34bu

Here's some tracks I liked but maybe you can see what I mean about it being different, or maybe it's just me:
http://www.youtube.com/watch?v=jNAuK1imXKQ
http://www.youtube.com/watch?v=DWH8iJuMRJg - kind of Crusader/Unreal-esque but still got grating haha
http://www.youtube.com/watch?v=C6zCJOn6BKE
http://www.youtube.com/watch?v=Fi1Dj4FjLA0 - another one that sounds like the Unreal MOD format, but still just wasn't doing it for me and seemed unfitting
http://www.youtube.com/watch?v=Vo9_8p-lAXo - awesome, maybe the OST will grow on me

What did take me back a bit though, was throughout the wad there are a few maps that are merely intermissions. This tram system hub map you revisit a few times throughout and it has this very haunting Silent Hill-esque tune, I really wish there was more like this in the game! But it was mainly just this one and the final level track. This is a huge contrast from the rest of the BGM and like nothing I've heard pulled off in Doom:

https://www.youtube.com/watch?v=HGN2cFbtf2o

Overall, I'd say Back to Saturn X is some A tier material and really showcases how incredible the modern Doom fan community is. I don't think it cracks my S Rank tier though... my favorites are probably Alien Vendetta, Valiant, and Hellbound right now.
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Re: The DOOM Thread

by Xeogred Fri Aug 10, 2018 7:13 pm

Checkout all the Doom Eternal footage shown at QuakeCon HERE!

short version: It's more of the same except bigger and better everything along with doubling the enemy roster. So... the Doom 2 to Doom 1 effect. EXACTLY WHAT I WANTED! :mrgreen:

http://www.siliconera.com/2018/08/10/do ... do-switch/
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Re: The DOOM Thread

by Ack Sat Aug 11, 2018 3:46 pm

Also, shoulder-mounted flamethrower.
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Re: The DOOM Thread

by Xeogred Sat Aug 11, 2018 4:26 pm

Ack wrote:Also, shoulder-mounted flamethrower.

Blade arms
Classic sleeveless look again
Classic plasma rifle
Even more classic-fied items/armor pickups.
Mancubus classic redesign
Classic human zombie soldiers
Pain Elementals
Arachnotrons
ARCHVILE
BIG ASS SWORD

10/10 already.
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Re: The DOOM Thread

by Ack Sun Aug 12, 2018 11:14 pm

After our brief talk earlier in this thread, I am now using ECWolf to play Spear of Destiny. I've cleared the first five levels at this point, along with secret level 19. This is taking me back to my Catacomb series runs, though Wolf3D definitely built from Catacomb 3-D and moved in a different direction from the rest of the Catacomb series. There is less emphasis on the textures but far more run and gun bloodshed in SoD.

I gotta see if there are similar ways to play the Blake Stones on modern computers.
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Re: The DOOM Thread

by Ack Tue Aug 14, 2018 10:53 am

And still going strong on Wolf3D: Spear of Destiny. I've now completed the first 12 levels along with both secret levels, so...14/21 total.

Since I've played through both this and the Catacomb series, I want to compare/contrast what I find in the later installments of both. Wolfenstein 3D was hands down an improvement to Catacomb 3-D, but both Spear of Destiny and the Catacomb Adventure series were released in 1992, and there are things I like and dislike in each compared to the other. It's worth noting that while Spear of Destiny was developed primarily by the Wolf3D folks (sans John Carmack, who was working with an engine that would become the basis for DOOM), Catacomb Adventure was done by Softdisk.

So, what is there to compare?

First, the use of color: Spear of Destiny has a broader palette than Catacomb Adventure, but I feel like that limitation spurred creativity for the folks at Softdisk. There is a lot more in the way of texture to the levels of the CA games, including some interesting use of environments that I don't see in SoD. In fact, the world of SoD just appears comparatively bland.

Second, enemy design also favors the CA series, because they were able to use far more varied sprites. Every couple of levels, you're treated to a new kind of enemy that looks radically different than previous ones. SoD, you're mostly fighting humans, so while the uniforms change, it's still a bunch of people.

Third, both series have different ways to approach weapon design. SoD sticks to a handle of weapons and universal ammo, and once you upgrade, there is no reason to go back. But the weapon sprite changes with each choice, so you always know what you're wielding. CA doesn't have that: you have a hand that shoots fireballs. You can get different types of fireballs as items, but SoD feels like it handles this better.

Finally, there is level design. CA levels are good, but SoD levels can get absolutely huge, and for the most part, ID was good about never requiring secrets. Not so with CA, where some levels require finding hidden doors to proceed. I have yet to experience an invisible maze in SoD too, which CA liked to throw in at times. I vastly prefer the levels found in Spear of Destiny as a result; they're well-crafted, feature some excellent geometry (seriously, look up maps of some of the castle levels sometimes), and they're a blast to play through when you're exchanging shots with stormtruppen.

Both Wolfenstein 3D/Spear of Destiny and Catacomb 3-D/Catacomb Adventure series are worth checking out for fans of this generation of FPS. If you like ID's work, you guys need to branch out a little and see what else they managed to develop in the pre-DOOM days.
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Re: The DOOM Thread

by MrPopo Tue Aug 14, 2018 11:01 am

Be prepared for the final level of SoD; I recall the boss having some sort of puzzle element to it. I also found that the later levels also were more designed to actually represent something if you looked at it from above.
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Re: The DOOM Thread

by Ack Tue Aug 14, 2018 11:09 am

Yeah, I'm in a section known as the Castle, and if you sees the map from above, they actually have walls, parapets, towers, etc. It's an ingenious design.

Did you ever play the two Spear if Destiny mission packs? I'm curious if they hold up too.
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Re: The DOOM Thread

by MrPopo Tue Aug 14, 2018 5:02 pm

I skipped them. I haven't heard good things about them.
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