Duke4.net Forums: Doom Corner - Duke4.net Forums

Jump to content

  • 156 Pages +
  • « First
  • 91
  • 92
  • 93
  • 94
  • 95
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Doom Corner  "for all Doom related discussion"

User is offline   Ninety-Six 

#2761

View Postaxl, on 30 September 2018 - 09:27 PM, said:

Haha yes indeed. Those 4 levels are really bad. TNT also has some serious BS levels: Central Processing, Administration, Habitat, Mount Pain, ...

Seriously: i don't get the negative thoughts on Hell Beneath and Perfect Hatred. They are really well designed in my opinion. As for the difficuly: they are meant to be very hard and for Doom veterans. Since the first 3 episodes are way too easy on UV, the 4th episode was really welcome at that time. It offers a nice challenge and you really feel like you've overcome hell when you finish that second level. I do agree on the fact that the whole episode has balance issues.


They may be meant to be difficult but there's really no reason for them to be at the start of the episode. It doesn't help that both levels severely restrict the player's movement, in a game where movement is your primary defense. HB is especially a pain since not only are you forced to pistol start it, there are no healing items and the map is a bit bugged where sometimes enemies won't teleport where they're supposed to. That room in the acid pit stands out for that, since every so often an enemy won't teleport outside. And god help you if it's a Baron.


That there isn't even a single medkit in the exit room more often than not means you're starting Perfect Hatred actually worse off than you would be with a pistol start: Mostly dead and with dustballs for ammo.

This post has been edited by Ninety-Six: 01 October 2018 - 03:37 AM

0

#2762

My attempt at conquering John Romero's E1M8 remake.


0

User is offline   NNC 

#2763

View PostRunningDuke, on 30 September 2018 - 10:11 AM, said:

Today is the 24th anniversary of Doom 2. Coincidentally, recently I just finished up Doom 2 Hell on Earth on UV difficulty (100% kills/items/secrets on all levels, where applicable) in DOSBox 0.74 and last month I also finished Ultimate Doom on UV difficulty (again DOSBox 0.74, 100% kills/items/secrets on all levels, where applicable). I must say I still enjoyed the original Doom games even after all these years, Doom (along with Duke3D and a few other popular old school FPS games) have stood the test of time and they will continue to be amazing even after all these years, thanks to the communities that keep the games alive! Here is a rundown of my thoughts about both games:

Of the original Doom, Knee-Deep in the Dead is the best episode of all 4 episodes in my opinion. It's not only because it was the shareware episode and the only episode I played as kid. But also because it's the most polished of all the other episodes (nearly the whole episode was made by John Romero who knew to design levels, with exception of a level in E4 which we will get shortly) and the most iconic. The Shores of Hell and Inferno, while were cool, some of the levels were a confusing mess in my opinion and much harder to navigate, so there were situations where I was lost and had to keep looking for a certain keycard or a certain door to progress. Maybe it would have helped more if I played these episodes as kid to have them printed in my memory as opposed to experiencing them first time. Thy Flesh Consumed, while was also new to me, it was much less confusing to navigate but suffered from balance issues, which I will get to right now.

Now I'm going to talk strictly about Thy Flesh Consumed. To me it felt like a compilation of levels made by various authors (which is actually true, as opposed to the other episodes that made logical sense of progression to some degree) to form an episode without putting much thought into balance of the levels. For instance, the first 2 levels were the most frustrating levels (and the only ones!) of both Doom games, while the rest episode was either challenging or easy. I understand that E4 was made in mind for veterans of the game, who thought the first 3 episodes were easy. But honestly having the first 2 levels (at least on UV skill) to be that hard is unacceptable for me. The first level Hell Beneath (on UV skill at least), has ONLY 9 health bonuses and NO health pickups at all. Though it does also have a green armor but that's all you will ever get in this level. Initially I made past the first few rooms with only minimal damage (I had 91% health left, which then with bonuses I got back to 100%) since I tried to play as carefully as possible but after I picked up the red key, everything went downhill with bullshit monster spawning (including a Baron) and some enemies shooting me THROUGH the walls (not kidding here). I died a few times here and I tried to go fast past enemies (using a secret door) to access the other room, just to be able to access the NIN (Nine Inch Nails) secret to press the torch which will reveal about 5 barons (seriously???) so I can get all the enemies behind the fence and blast them with the rocket launcher that I got from another secret, so I can get all the kills without running out of ammo since ammo is very scarce in this map. This of course also took me few tries but once I got them all I managed to 100% this level (although I initially had trouble triggering the secret in NIN room, so I had to walk over that sector several times to make sure to register the secret, since there is no way to tell in original DOS EXE that you've found a secret, unless you look at stats at end of level) and start the next level with relatively low health (only 26% health and about 70% armor) and oh boy, this fucking level.

Perfect Hatred, along with Hell Beneath, are the most unbalanced levels of the both Doom games (and possibly the other classic Doom games, yes I think both levels are even harder than TNT and Plutonia levels, since at least those levels give you enough supplies to survive). This level starts you immediately under attack against several enemies (imps and cacos) with 2 shotgunners in front and 2 medkits. You will be thinking that it's not that hard but you will probably soon change your mind and rage like I did at part when at least 5 cacodemons start surrounding you at start or a bit later when you are facing against several Barons at once (so much fun!) while all you have is a shotgun (with plenty shells but it can't handle several tough enemies at once), rocket launcher with few rockets and probably plasma gun with limited ammo, with very little space to dodge and very little health. Much like the previous level, I have died like 10-15 times. The trick is to run to start (ignore these first barons for now) and then you will be fighting against more barons and lost souls and so on. This level is a huge clusterfuck and there is almost no space to dodge, you will have to CONSTANTLY save and load to be able to beat this level, much like the previous one. I'm sorry but this is not how you design levels, by putting tons of dangerous enemies and very little cover and/or supplies. And I thought Wolfenstein 3D and Spear of Destiny had some frustrating as fuck levels (at least some of the levels) but these 2 levels were really AWFUL for Doom standards! At least you get to telefrag a Cyberdemon at end which reveals a BFG and the secret exit in this episode, if you know where it is located.

The rest levels aren't too bad in terms of difficulty, they are all much easier and give you some room to breathe, although the difficulty spikes up once again in...surprise surprise, the other level designed by Romero, Against Thee Wickedly. I will give that this time the level didn't frustrate me with all those lava floors and the Cyberdemon at end and I carefully followed a walkthrough for this level on YouTube (yes I watched a walkthrough, especially to 100% the levels since I suck at discovering most of secrets by myself) and was able to complete the level without too many problems, which allowed me to start next level with decent health (around 85% health) and be able to handle the next level fine until I start finding more health/armor supplies. Sadly I have died once in E4M7: And Hell Followed due to a crusher trap I didn't see but otherwise these were all my deaths in this entire episode (and entire Ultimate Doom and Doom 2 combined, yes I did Doom 2 without dying this time, see more below). Otherwise this level wasn't too bad and the Cyberdemon was easy to kill with the invulnerability secret. E4M8: Unto the Cruel was surprisingly easy with all the supplies you get, in that the Spiderdemon at end and all those enemies are no threat to you at all. I actually finished the level with full ammo on all weapons, 200% health and 200% armor. It was a bit anticlimatic but otherwise a much better designed level. I will say I enjoyed E4 slightly more compared to E2 and E3 only because of some levels being better designed but in terms of balance, it was all over the place and first 2 levels are the perfect example of how NOT to start an episode.

The most memorable levels for me (in a good way) were the entire E1 (except the secret level since I didn't find it as kid), E2M8 (Cyberdemon battle), E3M8 (Spiderdemon battle) and E4M8 (final level). The memorable levels (in a bad way) were E4M1 and E4M2 only for being poorly balanced, the former could have benefited for having a bit more health (making the same amount of health on all skills instead of making all medkits not appear at all on UV skill) and a bit more ammo added, the latter could have benefited for having way LESS enemies (less cacos and barons) attacking you at once and probably a bit more health added.

Now speaking of Doom 2, I know this might be an unpopular opinion but I overall preferred Doom 2 over Doom (ultimate) simply because of the new additions and superior level design, in my opinion. The levels weren't that confusing anymore (except Level 19: The Citadel, that is the ONLY level that I get confused every time I play Doom 2) and were more open ended and more memorable than a simple maze from episodes 2 and 3 (and episode 1 to some extent but those levels were much more memorable). Now I know that some people say that some levels in Doom 2 don't reflect their title (example MAP12 not resembling a factory or MAP13 not resembling downtown). I think with the resources they had at their time, they did a good job. But nothing beats the city levels from Duke3D which actually resemble a real place. :P

The Super Shotgun, Megasphere and the new enemies added into Doom 2 are a welcome addition (even if I admit chaingunners, pain elementals and archviles can be really annoying) and they increase the game's replay value, which is also one of main reasons why most mods are made for Doom 2. Plus it was annoying how in first Doom (at least in E4) you had to fight several BARONS at once (often with minimal resources), while right now not only we get the weaker Hell Knight variant (so you can use multiple Hell Knights without being cheap at times) but also the Super Shotgun that is strong against pretty much any monster. So we no longer have to fight stronger monsters with just the single barrel shotgun, except in rare cases and maybe in custom maps/wads.

I have said above that I have beaten entire Doom 2 without dying. Yes this is true, although I admit I did reload saved game few times in the final level Icon of Sin, when I was getting hurt/surrounded by many monsters or the rocket missing the brain, as I didn't want to die right at the end. :)

The most memorable levels for me were Entryway, The Crusher, Dead Simple, Tricks and Traps, Circle of Death (it's in the opening demo after all, though I wish they didn't re-record the demo in v1.9 and kept the same demo from v1.666 which was longer and player played better), Downtown, The Inmost Dens, The Industrial Zone, Gotcha!, Barrels o' Fun and Icon of Sin. Still I enjoyed pretty much any level in Doom 2 (yes I enjoyed even The Chasm, which most people hate, although I also disliked that part with the thin ledge which I had to carefully walk to not fall, while fighting cacos and lost souls) as opposed to only E1 and a few of each other episode in Ultimate Doom, therefore I enjoyed Doom 2 a lot more, despite the trickier level design of some levels.

If you are wondering about the maps where you can't get 100%, here they are:

In Ultimate Doom, only in E4M3 and E4M7 you can't get all secrets. In former you can get 90% secrets, in latter 50% secrets.

In Doom 2, maps 14, 21, 29 and 30 don't have any secrets at all, so they will display as 0% secrets at end of the level (at least in original DOS executable, in source ports like ZDoom based ports it will display 100% secrets instead).
Maps 15 and 27 have a teleporter tagged as a secret but it's impossible to tag the secret when crossing a teleporter, so you can't reach the secret unless you use IDCLIP (which I didn't, since I didn't want to use any cheats, even if it's just for getting an inaccessible secret), so the maximum secrets you can get is 90% in map 15 and 87% in map 27. However a while ago it was found that you can somehow tag the secret in map 27 using some linedef skip method and recently (just the last month I believe) it was found that you can get the inaccessible in map 15 using a pain elemental to push you into the secret (by lowering you into the secret sector) or something like that.
Map 27 also has a problem (at least in the original DOS exe) where there are 2 automaps present in the level and once you picked up the first one, it's impossible to pick up the second one. So you can only get 98% items in this level. Source ports like ZDoom based ports allow picking up multiple automaps, so you can get all items.

I'd also like to thank very much for Youtuber known as BigMacDavis for his wonderful 100% walkthroughs of Doom games. You can check his channel here, in case you also need to complete a Doom level 100%: https://www.youtube....acDavis1/videos
Interestingly he is doing a Duke Nukem 3D 100% walkthrough currently, using the 20th anniversary World Tour edition, so it's worth checking out! :rolleyes:

Soon I will be playing Master Levels, Final Doom and No Rest For The Living, when I get around playing them. I was thinking to also play The Lost Episodes of Doom, Perdition's Gate and Hell to Pay since they were semi-officially released (at least in that they were commercial wads) and they seem interesting.


No Rest for the Living is far and away the best of all official episodes, with only KDITD is running close. The Castle now is my favourite mapper, I just love how he builds up his maps, the closest you can get to Allen Blum for Duke. The other guy, Richard Heath also did a stellar job with clear design style as well. My favourite Romero's levels are actually his two modern maps, E1M4b and E1M8b. They look so fresh.
2

User is offline   NNC 

#2764

View PostNinety-Six, on 30 September 2018 - 04:53 PM, said:

Word of advice. Save Black Tower, Bloodsea Keep, The Express Elevator to Hell, and Mephisto's Mausoleum for the end. And make sure your quicksave key is in good shape for the abuse it will start taking. I've played a lot of BS doom levels but those four (especially elevator and mephisto) are some of the single most BS levels ever released, and definitely the worst of the official levels. I'd rather play Hell Beneath and Perfect Hatred (from pistol start!) 18 times over before I ever dare touch Elevator again.


Do you guys know what I have learnt? The "mastermind" behind these maps (never played them, but the videos I've watched convinced me not to touch them ever) is the same Sverre Kvernmo, who is one of the two Redneck Rampage designers. I guess the sewer stage is by him.
4

User is offline   Ninety-Six 

#2765

View PostNancsi, on 01 October 2018 - 06:10 AM, said:

Do you guys know what I have learnt? The "mastermind" behind these maps (never played them, but the videos I've watched convinced me not to touch them ever) is the same Sverre Kvernmo, who is one of the two Redneck Rampage designers. I guess the sewer stage is by him.


Yeah, I knew that. And when I found out, I was whatever the exact opposite of surprised is. Anti-surprised? Regardless, it just made perfect sense.
0

User is offline   axl 

#2766

View PostNancsi, on 01 October 2018 - 06:10 AM, said:

Do you guys know what I have learnt? The "mastermind" behind these maps (never played them, but the videos I've watched convinced me not to touch them ever) is the same Sverre Kvernmo, who is one of the two Redneck Rampage designers. I guess the sewer stage is by him.


Haha ! Great discovery ! :rolleyes:
0

User is offline   Zaxx 

  • Banned

#2767

View PostMalgon, on 30 September 2018 - 05:52 PM, said:


Wow, loving the screenshots, thanks for posting this.
0

User is offline   Zaxx 

  • Banned

#2768

View PostRunningDuke, on 30 September 2018 - 11:52 PM, said:

@Zaxx Yeah I also wanted to mention how much I hated those confusing mess of levels in Wolf3D where I keep getting lost a lot of times and there were some very maze-like levels that just made me annoyed and bored. I admit a few months ago I finished first the ZDoom Wolf3D TC (to get familiarized with levels and to complete them 100% where possible) and then the original DOS version (of both Wolf3D and SOD) in DOSBox, only trying to get 100% kills in all levels, since I just didn't bother finding every secret/treasure since the original version lacks automap and it's so easy to get lost in mazes and it's not that fun but I forced myself to finish it anyway. And I only played on the default Bring 'em On difficulty and even then it was still hard at times. I'm just glad I didn't play on I am Death Incarnate because some of the later levels in SOD were already bullshit hard with so many nazis attacking at once, including those annoying mutants! I didn't start yet playing the SOD mission packs but I heard they are horribly designed.
In comparison the Doom levels in E2 and E3 weren't as maze-y as those from Wolf3D but they felt like they didn't try to have more height variation at first. I also forgot to mention E3M5 to me, was so confusing at times that it took me a while to understand that teleporting maze and even then I still wasn't sure which is the correct teleporter to take to open all 4 walls (so I can get everything 100%) and it took me like 30 minutes to finish the level because often I'd take the same teleporter and not open anything, so I needed to try almost every combination.

From the fact that you've played these games in DOSBox I get the feeling that you might be a purist but still: if you want to play the original Wolf 3D nowadays just use the ECWolf source port, it has an automap and that alone makes navigating Wolf 3D so much better. It also looks exactly like the original game if you want it to so you don't lose the authenticity, it literally only makes the original game better.

Also there is a guy called ZioMcCall who's making a new version for his GZDoom mod, Brutal Wolfenstein 5.0. Sure, it's a Brutal mod so it has over the top gore and a full gameplay rebalance and not everyone may like that but there's a catch: Zio is remaking all 6 episodes of Wolf 3D by dressing up the maps with all the nice stuff you'd expect from a quality GZDoom mod while he's also altering some of the layouts slightly. As a result the game feels a lot less maze-like and it has a sense of a more realistic environment. + since he has full control of everything by doing this BW5.0 actually feels nicely balanced even in its Episode 1 beta demo and the gameplay actually feels like Wolf 3D even with all the added weapons, the dual wielding and whatnot. The gameplay has that same old school "you shoot or get shot", twitchy dynamic to it, it's WOLFENSTEIN and that's something absolutely none of the Doom engine-based Wolf TCs managed to accomplish so far.

So even if you hate the so-called Brutal mods just give this one a try (only the demo as of now):
https://www.moddb.co...stein-v5-0-demo
I guess this won't really blow up like Brutal Doom did because on harder difficulties it's a lot more tactical and methodical than BD ever was but the guy is making gold here.

Oh, and when the full release comes this will be the soundtrack:


This post has been edited by Zaxx: 01 October 2018 - 11:37 AM

2

User is offline   Ninety-Six 

#2769

That appears to be missing some of the music... Disappointing (especially since one of the missing songs just so happens to be my favorite).
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2770

View PostNinety-Six, on 01 October 2018 - 03:09 PM, said:

That appears to be missing some of the music... Disappointing (especially since one of the missing songs just so happens to be my favorite).


I was just thinking the same thing. One I'm thinking of had a drum beat and was led by a bass melody. Slow and groovy tune.
0

User is offline   Ninety-Six 

#2771

View PostMusicallyInspired, on 01 October 2018 - 03:36 PM, said:

I was just thinking the same thing. One I'm thinking of had a drum beat and was led by a bass melody. Slow and groovy tune.


Was it this one?


0

User is offline   Malgon 

#2772

View PostRunningDuke, on 30 September 2018 - 11:52 PM, said:

@Malgon I also played Winter's Fury back in early 2016 and I found it to be one of best wads I've ever played. May I suggest a similar "winter" themed wad that I also played at around that time? It was called Cold as Hell and I enjoyed it but found it a bit annoying/frustrating at times with the enemies dealing a lot of damage and killing you quickly, plus the bleeding system where sometimes you would start bleeding when a shot dealt enough damage. Plus I believe there are no armor pickups or health bonuses/soulspheres, I could be wrong about that, probably green armors are still available but no way to get more than 100 health.

I did see Cold as Hell mentioned when reading about Winter's Fury, so I'll have to add that to the list and check it out once I get through a couple of other WADs. There's so many so it could be a while before I get to it yet. :rolleyes:

View PostZaxx, on 01 October 2018 - 11:15 AM, said:

Wow, loving the screenshots, thanks for posting this.

No worries. It really is a great looking set of levels, and it's fun to play too!
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2773

View PostNinety-Six, on 01 October 2018 - 06:31 PM, said:

Was it this one?




Actually, I was thinking of this one which, as it turns out, is actually from Spear of Destiny.


0

User is offline   axl 

#2774

Probably been done to death, but what are your favorite Doom (and doom 2) megawads ?

Some of my favorites:

- Alien Vendetta
- Doom the Way id Did
- Doom 2 the Way id Did (i actually like this better than the original Doom 2)
- Plutonia 2.
0

User is offline   Ninety-Six 

#2775

View Postaxl, on 02 October 2018 - 05:40 AM, said:

Probably been done to death, but what are your favorite Doom (and doom 2) megawads ?


DTWiD/D2TWiD
Memento Mori and its sequel
Requiem
Strange Aeons
Going Down (if for no other reason than the concept alone)
2002: A Doom Odyssey (but E4M9 can go dive off a cliff)
Jenesis (first two-thirds at least)
Doom: The Golden Souls (Can't play the sequel so I can't form an opinion)
Doom 2 Dark World (Does it count if it's incomplete?)
The Classic Episode and TCE2: Singularity Complex (yeah they're only single-episode replacements but screw it I want them to count)

I expect Extermination Day to make this list once it's fully released. I liked what I had with the "beta" version.

Haven't played much of PL2 or the PRCP yet, but if they actually "get" Plutonia then they'll probably end up on here eventually.
1

User is offline   NNC 

#2776

Most of them start of well, and end up being annoying slaughterfests in the last 3rd.
0

User is offline   Zaxx 

  • Banned

#2777

View PostNinety-Six, on 01 October 2018 - 03:09 PM, said:

That appears to be missing some of the music... Disappointing (especially since one of the missing songs just so happens to be my favorite).

Yeah, it's not a full soundtrack remake but if the mod takes off I'm sure there will be more.

Anyway Wolf 3D has some great soundtrack covers, like these:


These would not really fit the actual game though and that's a problem I have with Andrew Hulshult's IDKFA too: it's great for Brutal Doom or for listening to the tracks separately but as a music WAD it's just too overwhelming for the original game.

I can only name one soundtrack remake that is of high quality and one that actually fits classic Doom: that unfinished one that was made by PerKristian:
http://www.perkristi...game_doom.shtml
Hope he finishes it one day.

This post has been edited by Zaxx: 02 October 2018 - 08:45 AM

0

User is offline   Ninety-Six 

#2778

View PostZaxx, on 02 October 2018 - 08:39 AM, said:

I can only name one soundtrack remake that is of high quality and one that actually fits classic Doom: that unfinished one that was made by PerKristian:
http://www.perkristi...game_doom.shtml
Hope he finishes it one day.


I generally just use Musically's SC-55 recordings.


Though if I remember right, Perkirstian was the same guy who dug into the depths of sound libraries to find the original raw audio files and recreate them from scratch, wasn't he? I definitely use that one.
0

User is offline   Zaxx 

  • Banned

#2779

View PostNinety-Six, on 03 October 2018 - 07:43 AM, said:

I generally just use Musically's SC-55 recordings.

To me that just sounds the same as the base MIDI player GZDoom is using.

This post has been edited by Zaxx: 03 October 2018 - 08:05 AM

0

User is offline   FistMarine 

#2780

View PostZaxx, on 01 October 2018 - 11:33 AM, said:

From the fact that you've played these games in DOSBox I get the feeling that you might be a purist but still: if you want to play the original Wolf 3D nowadays just use the ECWolf source port, it has an automap and that alone makes navigating Wolf 3D so much better. It also looks exactly like the original game if you want it to so you don't lose the authenticity, it literally only makes the original game better.

Also there is a guy called ZioMcCall who's making a new version for his GZDoom mod, Brutal Wolfenstein 5.0. Sure, it's a Brutal mod so it has over the top gore and a full gameplay rebalance and not everyone may like that but there's a catch: Zio is remaking all 6 episodes of Wolf 3D by dressing up the maps with all the nice stuff you'd expect from a quality GZDoom mod while he's also altering some of the layouts slightly. As a result the game feels a lot less maze-like and it has a sense of a more realistic environment. + since he has full control of everything by doing this BW5.0 actually feels nicely balanced even in its Episode 1 beta demo and the gameplay actually feels like Wolf 3D even with all the added weapons, the dual wielding and whatnot. The gameplay has that same old school "you shoot or get shot", twitchy dynamic to it, it's WOLFENSTEIN and that's something absolutely none of the Doom engine-based Wolf TCs managed to accomplish so far.

So even if you hate the so-called Brutal mods just give this one a try (only the demo as of now):
https://www.moddb.co...stein-v5-0-demo
I guess this won't really blow up like Brutal Doom did because on harder difficulties it's a lot more tactical and methodical than BD ever was but the guy is making gold here.

Oh, and when the full release comes this will be the soundtrack:


I was actually going to mention ECWolf in my original post but felt like I was dragging the discussion for too long. Thing is I know about ECWolf port and it's what I will play through Wolf3D and SOD next time (both on I am Death Incarnate difficulty). However I didn't do that recently since I was so dried from the two playthroughs (ZDoom Wolf3D TC and original DOS version of both Wolf3d and SOD) I've done in past few weeks/months that I just didn't felt doing a third one in such a short time. ECWolf is definitely the best way to experience Wolf3D nowadays and like I said it's on my to do list but aside from what I said, I have also been waiting for it to support Blake Stone since it's another game I fell like I want to redo (on hardest difficulty) since I've beaten it once (both AOG and PS) on third difficulty last year using BStone source port. But I feel like it's gonna be added into ECWolf one day and it will be better to experience on this source port instead.

And about being purist, well yeah I'm purist when comes to the original games/episodes/levels but when it comes to user generated content, I almost always use a source port to play that. I only do the original levels/episodes in DOSBox for nostalgic purposes. :P

I will check out the Brutal Wolfenstein mod. I know I heard of the mod before but never gave a chance, not because I hate Brutal mods (I have nothing against them but I don't find them the best either) but because I was so overwhelmed with real life stuff that in last couple of years, I have experienced very little custom content that I don't know when I will get around to play all of this content I have missed. I have a lot of games and mods on my TO-DO list but I never find the right time to do them, except maybe doing slowly a single game/mod each time I have some free time. :rolleyes:

Back on topic, in regards to my favorite Megawads, well this is a tough one since I remember there's a lot of good Doom megawads and I can't say I have a favorite megawad, each megawad has its own good maps. In terms of purely classic megawads, I would say the Memento Mori series, Requiem, Icarus: Alien Vanguard (maybe the level design isn't as good as one would hope but to me it's still a classic megawad), Hell Revealed (not really a fan of slaughtermaps but this one is worth mentioning anyway), etc and then there's more recent classic stuff like DTWID/D2TWID/DTWID: LE, No End in Sight, etc. There's so many to list but these are on my mind right now. :) And yes I will get around to play all of these (I've only played some of them once and that was with gameplay mods sadly, like Aeons of Death mod, in case someone is familiar with the mod).

Now it's my turn. What is your favorite gameplay mod?
Mine used to be Aeons of Death but in last couple of years the mod sort of became irrelevant when compared to more recently released gameplay mods and the last updates of the AEOD mod sort of lost that "AEOD" feeling when they started adding stuff from more recent modern games instead of focusing on classic old school games, like the old versions used to be. I don't have a current favorite gameplay mod but if I were to choose a simple gameplay enhancement mod, I'd choose Doom Expanded:
https://www.doomworl...-final-release/

This post has been edited by RunningDuke: 03 October 2018 - 08:21 AM

0

User is offline   Ninety-Six 

#2781

View PostZaxx, on 03 October 2018 - 07:58 AM, said:

To me that just sounds the same as the base MIDI player GZDoom is using.


Wouldn't that just be the standard built-in Windows MIDI device? I distinctly remember there being issues with MIDI playback in the source port on newer versions of Windows since Microsoft nuked that feature.

View PostRunningDuke, on 03 October 2018 - 08:20 AM, said:

Back on topic, in regards to my favorite Megawads, well this is a tough one since I remember there's a lot of good Doom megawads and I can't say I have a favorite megawad, each megawad has its own good maps. In terms of purely classic megawads, I would say the Memento Mori series, Requiem, Icarus: Alien Vanguard (maybe the level design isn't as good as one would hope but to me it's still a classic megawad), Hell Revealed (not really a fan of slaughtermaps but this one is worth mentioning anyway), etc and then there's more recent classic stuff like DTWID/D2TWID/DTWID: LE, No End in Sight, etc. There's so many to list but these are on my mind right now. :rolleyes: And yes I will get around to play all of these (I've only played some of them once and that was with gameplay mods sadly, like Aeons of Death mod, in case someone is familiar with the mod).

Now it's my turn. What is your favorite gameplay mod?
Mine used to be Aeons of Death but in last couple of years the mod sort of became irrelevant when compared to more recently released gameplay mods and the last updates of the AEOD mod sort of lost that "AEOD" feeling when they started adding stuff from more recent modern games instead of focusing on classic old school games, like the old versions used to be. I don't have a current favorite gameplay mod but if I were to choose a simple gameplay enhancement mod, I'd choose Doom Expanded:
https://www.doomworl...-final-release/


Brutal Doom and Smooth Doom for me (even if Smooth Doom teeters heavily on the "gameplay" mod classification. But it doesn't exactly qualify as much else, either).

This post has been edited by Ninety-Six: 03 October 2018 - 09:06 AM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2782

Yeah, it's Windows MIDI. ZDoom (or any port) doesn't have a sample library for MIDI playback. It's entirely dependent on the system.

Microsoft GS Wavetable is made by Roland, though, and is based on the original Sound Canvas samples. It lacks a lot of the features, however, like chorus/reverb controller effects, pitch shifting drum samples (see ALIENZ.MID), and full quality samples.

My packs are for maximum retro authenticity, though. It's certainly not the choice as far as specialized or enhanced music packs go.

This post has been edited by MusicallyInspired: 03 October 2018 - 09:19 AM

0

User is online   NightFright 

  • The Truth is in here

#2783

They are shipping GZDoom with a default soundfont these days, and I think it's one imitating the SC-55. Not very well though, also considering it's just a couple of MB in size. I have made really excellent experiences with the Generaluser GS soundfont lately. Doom and Duke3D MIDIs sound great with it and it comes at a modest 32 MB size.
0

User is offline   Zaxx 

  • Banned

#2784

View PostMusicallyInspired, on 03 October 2018 - 09:18 AM, said:

Yeah, it's Windows MIDI. ZDoom (or any port) doesn't have a sample library for MIDI playback. It's entirely dependent on the system.

Microsoft GS Wavetable is made by Roland, though, and is based on the original Sound Canvas samples. It lacks a lot of the features, however, like chorus/reverb controller effects, pitch shifting drum samples (see ALIENZ.MID), and full quality samples.

My packs are for maximum retro authenticity, though. It's certainly not the choice as far as specialized or enhanced music packs go.

Okay, I'll give it a go in-game but there's something I wanted to ask: what's the difference between the raw and boosted packs?

Edit: From comparing the two versions so far all I can say is that boosted is louder. Is that all? Anyway tried it in-game and the quality is definitely better than what GZDoom produces, it has a "fuller" sound and overall there's just more to it. Nice upgrade, it's weird that I did not notice it when I was listening to the tracks separately.

This post has been edited by Zaxx: 03 October 2018 - 01:55 PM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2785

View PostNightFright, on 03 October 2018 - 12:32 PM, said:

They are shipping GZDoom with a default soundfont these days, and I think it's one imitating the SC-55. Not very well though, also considering it's just a couple of MB in size. I have made really excellent experiences with the Generaluser GS soundfont lately. Doom and Duke3D MIDIs sound great with it and it comes at a modest 32 MB size.


Thanks for the info. I was not aware of this.

View PostZaxx, on 03 October 2018 - 01:00 PM, said:

Okay, I'll give it a go in-game but there's something I wanted to ask: what's the difference between the raw and boosted packs?

Edit: From comparing the two versions so far all I can say is that boosted is louder. Is that all? Anyway tried it in-game and the quality is definitely better than what GZDoom produces, it has a "fuller" sound and overall there's just more to it. Nice upgrade, it's weird that I did not notice it when I was listening to the tracks separately.


Basically, yeah. It's louder. More technically, it's compressed so that it can be pushed louder without clipping the waveform beyond the digital ceiling. So it's "squashed" so that the dynamic range between the volume peaks are shorter/closer together and then its gain is increased to compensate. The result is things that were quieter before are now closer in volume to the loudest peaks. I created "boosted" packs because at one point my music packs were fairly quiet behind the old lo-fi sound effects which by nature have a much much smaller dynamic range (the sound effects can't be as quiet as the music can be). So I compressed the music. It gives it a bit punch too. But consequently, the loud portions aren't as loud as they used to be. It does change the nature of the sound, but that's why I also offered the raw packs for the audiophiles and the truly authentic-obsessed.

It makes sense that you wouldn't notice the difference right away unless you were looking for it. They are pretty much the same sounds (or based on the same sounds). But my packs are what the authentic hundreds-of-dollars state-of-the-art-cost synth module sounded like in the 90s.

This post has been edited by MusicallyInspired: 03 October 2018 - 05:07 PM

0

User is offline   Zaxx 

  • Banned

#2786

View PostMusicallyInspired, on 03 October 2018 - 04:59 PM, said:

But my packs are what the authentic hundreds-of-dollars state-of-the-art-cost synth module sounded like in the 90s.

That's the interesting part about all the Roland-based music packs and emulators like Munt really: back in the day only hardcore audiophiles had that equipment so using this stuff feels like an upgrade even today. :rolleyes: Guess it's the same reason (not many people remembering the soundtrack this way that is) why officially released ports of classic Doom usually sound like this:

And thanks for the explanation, guess boosted will be a better fit for me because of the reasons you listed.

This post has been edited by Zaxx: 03 October 2018 - 05:23 PM

0

User is offline   Ninety-Six 

#2787

All this talk of music reminds me. It's another mod that I don't know if it qualifies as a "gameplay mod," but I can't stand to play Plutonia without its MIDI pack anymore.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2788

That's one of the ones I need to get on the ball recording still.
0

User is offline   Ninety-Six 

#2789

View PostMusicallyInspired, on 03 October 2018 - 06:26 PM, said:

That's one of the ones I need to get on the ball recording still.


I am a patient man.


Regardless I eagerly await it whenever it does come out.

This post has been edited by Ninety-Six: 03 October 2018 - 07:44 PM

0

#2790



What happens when your source port decides the Doom Guy doesn't need you pressing the Up key to make him move? You're about to find out....
1

Share this topic:


  • 156 Pages +
  • « First
  • 91
  • 92
  • 93
  • 94
  • 95
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options