Ken Silverman interview with Build todo list "Apparently never given out before"
#31 Posted 13 January 2014 - 01:03 AM
This post has been edited by James: 13 January 2014 - 01:04 AM
#32 Posted 13 January 2014 - 01:57 AM
I however think that the reason to this comes from the legacy of both original games. Doom has always been more about gameplay while Duke3D has always been more about realism.
Now I was pretty disappointed by this years cacowards, especially the supposedly "best" wad (that whale thing) for me wins the award for worst gameplay ever created and for most pretentious design ever.
Gameplay consists in nothing followed by fighting DOZENS of the toughest enemies in a tight area with no way to take cover followed by nothing followed by fighting 2 bosses at once in a square tight area while they keep spawning in and out of your face. Fantastic.
By pretentious design I mean the mapper thinks his design made solely of 2 shades of blue is so good he believes it stands on its own as for the first map all there is to do is "look" at the scenery from various angles, press 2 buttons, and the map ends. No gameplay. Most prententious "artsy" wad ever.
I believe the people who consider this the greatest wad completly missed the point of what made Doom good.
This being said that's just one wad, the worst ever if you ask me and thankfully most wads stick to what makes Doom Doom. Now if you want to play quality stuff try Vanguard by Skillsaw.
This post has been edited by MetHy: 13 January 2014 - 02:02 AM
#33 Posted 13 January 2014 - 02:08 AM
Duke's enemies are more fun to look at than Doom's, but all of Doom's enemies fulfill some form of role and can be put together to pose a legitimate challenge without resorting to shoving hundreds of them around. Duke's combat just isn't really capable of the same intricacies (mainly because the RPG kills most enemies in one shot and has a huge blast radius, so you're forced to handicap the player to only a few weapons if you don't want to trivialize fights)
This post has been edited by James: 13 January 2014 - 02:13 AM
#34 Posted 13 January 2014 - 02:30 AM
This post has been edited by MetHy: 13 January 2014 - 02:42 AM
#35 Posted 13 January 2014 - 03:03 AM
James, on 13 January 2014 - 02:08 AM, said:
James, on 13 January 2014 - 02:08 AM, said:
I disagree. With exception of the Arch-vile, most of Doom monsters have simplistic attacks. But I guess it's how Doom game as a whole was built that makes it more challenging.
#36 Posted 13 January 2014 - 03:11 AM
To avoid hitscan enemies in Duke you only have to strafe.
#37 Posted 13 January 2014 - 03:59 AM
#38 Posted 13 January 2014 - 04:02 AM
#39 Posted 13 January 2014 - 04:03 AM
#40 Posted 13 January 2014 - 01:50 PM
James, on 13 January 2014 - 01:03 AM, said:
The Doom community is a bit smarter than the Duke community in that aspect (IN MY OPINION) because they figured out a long time ago that you can't just slap hi-res textures and 3D models into a 2D game and expect it to look good. High resolution stuff really only has a place when the levels and stuff are designed for it.
Fox, on 13 January 2014 - 03:03 AM, said:
The AI is far superior.
This post has been edited by Jimmy: 13 January 2014 - 01:52 PM
#41 Posted 13 January 2014 - 02:32 PM
Jimmy, on 13 January 2014 - 01:50 PM, said:
I can't agree to that.
As far as I know, there is at least 1 project to add voxels to DOOM for replacing the common 2D-sprites.
And polymer in combination with maphacks does a great job on enhancing the levels ambience, not to mention things like Duke Eternity...
The biggest benefit of DOOM besides Duke3D for me as a player, who wan't to play oldschool FPS, is:
Doom has a very good working multiplayer netcode, Duke does not atm.
Doom has multiplayer mods like "Who done it?" and stuff like that, which I realy like.
Duke3D can't have such stuff because of broken netcode...
I think that's the reason why the DOOM has such a big community.
They can play the game the whole day in different mods on multiplayer.
With Duke, you can't...
This post has been edited by dpax: 13 January 2014 - 02:41 PM
#42 Posted 13 January 2014 - 03:28 PM
Jimmy, on 13 January 2014 - 01:50 PM, said:
#43 Posted 13 January 2014 - 06:33 PM
#44 Posted 13 January 2014 - 07:15 PM
#45 Posted 13 January 2014 - 07:34 PM
dpax, on 13 January 2014 - 02:32 PM, said:
As far as I know, there is at least 1 project to add voxels to DOOM for replacing the common 2D-sprites.
And polymer in combination with maphacks does a great job on enhancing the levels ambience, not to mention things like Duke Eternity...
Voxels are a natural evolution of 2D sprites, dude. Of course they look good in old games. What's your point?
Duke Eternity was designed with the HRP in mind.
LeoD, on 13 January 2014 - 03:28 PM, said:
The HRP was designed for individual assets. The original levels were designed for the assets it shipped with. Learn to read and think critically.
#46 Posted 15 January 2014 - 03:00 AM
James, on 13 January 2014 - 04:03 AM, said:
You missed my point, I didn't choose anything. I just happened to walk upon it on YouTube.
I dunno, give me something like SSTTC or DNF2013 on DOOM and I'll give it a try.
#47 Posted 15 January 2014 - 03:15 AM
Go nuts (but I would recommend sticking to Zdoom mods since they're generally more interactive and closer to what Duke would offer rather than vanilla ones, if you're not fond of Doom's core gameplay) Start at 2013 if you want the latest and best looking stuff (and the ZDCMP2 is probably the closest parallell DNF2013 as far as Doom mods go)
#48 Posted 15 January 2014 - 12:11 PM
ELFDICK, on 13 January 2014 - 07:34 PM, said:
Duke Eternity was designed with the HRP in mind.
I think I misunderstood your previous post.
It sounded some kind like "HI-res textures and 3D-models don't belong in a old game like Duke3D or Doom anyway" to me.
Anyways nevermind.
#49 Posted 15 January 2014 - 12:35 PM
dpax, on 15 January 2014 - 12:11 PM, said:
It sounded some kind like "HI-res textures and 3D-models don't belong in a old game like Duke3D or Doom anyway" to me.
Anyways nevermind.
They don't. But if a modder wants to use those assets to build something cool, like Duke Nukem Eternity, then go nuts.
#50 Posted 16 October 2016 - 04:55 PM
Micky C, on 11 January 2014 - 04:25 PM, said:
The interview can be found here: http://www.scent-88....uary/index.html just press the "interview" button.
It seems like this interview was lost with CGS' new site design, and the Wayback Machine doesn't have it. Does anyone have a copy from after it was updated with some additional information?
#51 Posted 16 October 2016 - 04:59 PM
This post has been edited by Carl Winslow: 16 October 2016 - 05:03 PM
#52 Posted 16 October 2016 - 05:23 PM
Carl Winslow, on 16 October 2016 - 04:59 PM, said:
Idiot, I'm bumping the thread on purpose. I saw this when it was first posted, and I thought about it while reading our SVN log to document changes affecting z-fighting and maskwalls.
#53 Posted 16 October 2016 - 06:11 PM
http://www.scent-88....mom/2014jan.php
This post has been edited by Forge: 16 October 2016 - 06:11 PM