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Doom Corner "for all Doom related discussion"
#572 Posted 05 October 2015 - 03:34 PM
Mark., on 05 October 2015 - 02:55 PM, said:
The ol' Doom 3 is dark thing. My video card at the time and settings were pretty low for it, I didn't have the fancy shadows and I think the game was about average brightness on my settings for the record.
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#573 Posted 05 October 2015 - 04:36 PM
There was a big problem (apart from the legions of hellspawn sharing the darkness with you). In typical Govt. Contractor logic, nobody had thought to include a flashlight mount on the shotgun. Also, nobody had seen fit to ship a roll of duct tape up to the red planet. So you had to decide which you were going to use in the darkened, hellspawn riddled Mars base, a flashlight, or the shotgun. If you chose the flashlight, you better hope you had damn good reflexes if you wanted to live to the next level.
#574 Posted 05 October 2015 - 04:52 PM
That game is September 11th bad.
This post has been edited by Person of Color: 05 October 2015 - 05:00 PM
#575 Posted 05 October 2015 - 05:00 PM
Person of Color, on 05 October 2015 - 04:52 PM, said:
At least the hijackers could light up more than one thing at a time.
#577 Posted 05 October 2015 - 05:04 PM
#579 Posted 05 October 2015 - 05:15 PM
#580 Posted 05 October 2015 - 05:22 PM
Lunick, on 05 October 2015 - 05:08 PM, said:
I mean it's great that it released the nerve.wad (No Rest For The Living), I play it in GZDoom of course.
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#581 Posted 05 October 2015 - 05:23 PM
Hendricks266, on 05 October 2015 - 05:00 PM, said:
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#582 Posted 06 October 2015 - 09:10 AM
Fox, on 05 October 2015 - 05:15 PM, said:
OMG! That must be what happened to that hospital in Afghanistan!
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#583 Posted 06 October 2015 - 11:44 AM
Person of Color, on 05 October 2015 - 04:52 PM, said:
That game is September 11th bad.
The base game was meh, but the mods are pretty sick. Mars City Security probably being one of the best. Also, the Doom 3 Alpha had a lot better atmosphere, sounds, and animation than the final game. It was also graphically better in some respects... it's a shame a lot of it got cut.
And Tim Willits is a fucking idiot anyway. I personally blame him for playing a big part of id software's downfall into the state that it is now.
This post has been edited by StrikerMan780: 06 October 2015 - 11:44 AM
#584 Posted 06 October 2015 - 01:16 PM
This post has been edited by PsychoGoatee: 06 October 2015 - 01:16 PM
#585 Posted 07 October 2015 - 04:56 AM
PsychoGoatee, on 05 October 2015 - 05:22 PM, said:
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NERVE.WAD is the my only reason to get that useless D3:BFG edition...after played those bonus contents in D3 and copy that WAD out to my DooM source port directory, then uninstall that shit...
And I'm waiting the sale on original DooM 3 happens and then buy it.
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This post has been edited by Player Lin: 07 October 2015 - 04:58 AM
#586 Posted 07 October 2015 - 05:04 AM
Doom 3 was great if you accepted that the whole flashlight thing was for producing atmospheric scares. The main problem with it was that they relied far too much on the "Imp jumps out of a concealed space and scares the bejesus out of you" mechanic for pretty much the whole game. it wasn't until the end that it got interesting with the appearance of the Archvile and some decent monster battles. Right after that happens, it ends
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#587 Posted 07 October 2015 - 05:37 AM
#588 Posted 07 October 2015 - 05:50 AM
#589 Posted 07 October 2015 - 05:58 AM
#590 Posted 07 October 2015 - 08:41 AM
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I'm taking full advantage of Source here. Brightmaps, normal mapping, cubemapping, light-emitting textures, light boundaries, etc.
This post has been edited by StrikerMan780: 07 October 2015 - 09:55 AM
#591 Posted 07 October 2015 - 12:42 PM
#592 Posted 07 October 2015 - 01:26 PM
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#593 Posted 07 October 2015 - 02:03 PM
Edit: Phew, there are red lamps above the blue panels...
This post has been edited by Fox: 07 October 2015 - 02:35 PM
#594 Posted 08 October 2015 - 05:48 AM
Fox, on 07 October 2015 - 02:03 PM, said:
I actually think the room in general is too bright. Maybe lower the brightness and take more advantage of spot lighting on some of the computer terminals.
Edit: But it's a great effort, don't get me wrong. It's just always a bit difficult to replicate something from DooM or another 90s shooter into Source or UDK. It's like putting power steering and a V8 supercharged engine inside a Model T Ford. You can try it; it just might not always fit quite right.
This post has been edited by Spastic Lagomorph: 09 October 2015 - 03:38 AM
#595 Posted 09 October 2015 - 07:20 PM
#596 Posted 10 October 2015 - 05:13 PM
There he learns that an alien presence known as "The Order" has enslaved the local population.
Can Duke kick ass, save the babe, and make it home in one piece?
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AKA playing through Strife as Duke Nukem, with the plot appropriately altered to fit. Also, gloves are cool. (and easy to make!) Don't worry, the big time-travel one is still happening, but I could use a simpler project on my plate right now, though I probably won't be able to do anything this next week.
#597 Posted 12 October 2015 - 04:56 PM
Fox, on 07 October 2015 - 02:03 PM, said:
Edit: Phew, there are red lamps above the blue panels...
Spastic Lagomorph, on 08 October 2015 - 05:48 AM, said:
Edit: But it's a great effort, don't get me wrong. It's just always a bit difficult to replicate something from DooM or another 90s shooter into Source or UDK. It's like putting power steering and a V8 supercharged engine inside a Model T Ford. You can try it; it just might not always fit quite right.
I'm going by what the light would naturally look like if the textures gave off the color of light they display. In Doom 1, that area had red lights on the textures in those areas. Go back and play the original maps, you'll see what I mean.
I also wanted something that not necessarily mimicked Doom's lighting, but looked nice and atmospheric. Thus I went for the DHTP textures and even added my own normal/specular maps to them.
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This post has been edited by StrikerMan780: 12 October 2015 - 05:06 PM
#598 Posted 12 October 2015 - 06:38 PM
#599 Posted 12 October 2015 - 07:39 PM
Fox, on 12 October 2015 - 06:38 PM, said:
That's what it was like in Doom. It was a carpet texture.