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I use GZDoom. (It crashes unless you've already run ZDoom in the same folder, though, or else some config file doesn't get written. :P)

and when you're done with this map, play Valiant! 
 
a long time ago, zdoom was a good choice. (authentic software renderer with bug fixes and stuff.) I have no idea now. 
 
I still use ZDoom myself. I rarely used GZDoom and it fullscreens on the wrong monitor for some reason. 
OK 
I have just pruchased "Doom Classic Complete" on Steam.

Let's see how this goes then.

My body is ready... 
ZDoom 
GZDoom is alright, feels laggy to me for whatever reason. 
 
Romero confirmed the "warmup" on this map was for his next FPS.

Joke about Daikatana and Romero making you his bitch all you want, I have hope on this one. 
I Use Gzdoom 
I keep playing the first level of Valiant because the music is so good. :D
Wow, going to have to check this out 
Eric 
 
I like Prboom, because I'm a kernel-filtered software rendering bitch. Will try this one. 
 
Others Files By Author : doom1.wad, doom2.wad

lol 
 
It was alright. Pretty average by modern standards, but does feel like a lot of classic Doom vibe stuffed into a single map.

I think I prefer the simplicity of the original e1m8 if you want to put them in the context of competing with each other... luckily we don't need to do that.

Now he needs to make a megawad! 
Doomings 
ZDoom acquired, thanks cheps, and I'm just now playing the original Doom to lube up before I let John Romero slide between my buttocks and make me his bitch with his newly minted masterpiece.

I'm still on the original first episode right now though, so here's a hilariously late and pointless rant about 1993 level design.

Doom E1M4

See picture here, with points of interest marked (A) and (B): http://i.imgur.com/f1WCMeU.png

You find the yellow door, open it, and enter into the level exit room, but you soon find that the level exit is blocked because a small bridge needs raising (B) There is another door out of this room, and you go through it to find more gameplay, and loop back to the start of the level. You then proceed to spend the next 30 minutes wondering how the fuck you raise the bridge to the level exit, wandering all around the map over and over again and around in circles.

Turns out the switch to raise the bridge is that red thing (A) next to the yellow door just before you enter the level exit room and even notice there is a "puzzle" to solve.

Fucking lol. 
 
Translation : I didn't see the red button on the wall. 
 
 
Aside from the fact that I don't recall seeing a red light as a button before then, the thing is it didn't even register as a separate element to the yellow door. Just assumed it was a red light next to the door because it's not exactly unusual to see lights on sci-fi doors or anything.

I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned! 
1993 Level Design Was Mostly Functional 
Decorations were created through 2D sprites or integrated into the textures themselves. They didn't use separate textures with separate geometry like that, IIRC. So, anything that stands out is interactive.

Duke Nukem 3D did, but it came out later. 
 
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned!

How else would you find any secrets? 
UNF UNF UNF 
 
 
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on.

ffs, are there really big red lights all over everything you'd been taught to ignore by level four?

probably lots, in games that came after doom. 
 
eh, i can see the design flaw, the button to open the bridge is accessible before you open the yellow key door, but the bridge is after the yellow key door. If you push it before opening the door, you don't know what it does, and after you enter the door and see the bridge you won't think that you need to revisit cleared areas to find a button. 
Confusion 
will be my epitaph. 
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