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Doom 64 coming to PC and modern consoles?


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13 hours ago, ZeroTheEro said:

Question to Ed and Quasar: Does the "you pick up a medikit that you really need!" oversight actually happened in the D64 source codes or you folks just added it in for the remaster?

That was something I applied a fix for. Just like vanilla, the code to show that message was already in Doom 64's code, and had the same bug preventing the message from displaying. Thought it would be a cool thing to sneak in :)

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8 hours ago, Gez said:

Mission accomplished.

 

For your ammo troubles, are you trying to max out the levels? Because you'll save a lot of ammo if you just try to skip past monsters (especially bullet spongy ones like the barons) whenever possible instead of always trying to kill them.

Thanks, I'll try that. Until now, yes, I was trying to clear everything as I progress. Mainly because you need to backtrack a lot in this game, and it's annoying to have monsters blocking your path. But it would save a bit of ammo trying to find the rocket launcher first and deal with the tougher enemies in clusters.

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Well this is embarrassing. I got stuck in Alpha Quadrant in the infamous Black Pit of Many Bites. The DoomWiki was not helpful; the shitty wiki we dont talk about, WAS helpful.

Looks like we got a game wiki to overhaul.

Edited by Devalaous

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11 minutes ago, Devalaous said:

Well this is embarrassing. I got stuck in Alpha Quadrant in the infamous Black Pit of Many Bites. The DoomWiki was not helpful; the shitty wiki we dont talk about, WAS helpful.

Looks like we got a game wikito overhaul.


I always tell people that is the darkest pit of the game! If they can handle that then they can handle the rest of the game :D haha

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1 hour ago, Quasar said:

That was something I applied a fix for. Just like vanilla, the code to show that message was already in Doom 64's code, and had the same bug preventing the message from displaying. Thought it would be a cool thing to sneak in :)

Aha, so it did stuck around until D64's rerelease. Thanks for the fix, it amused me as well. :P

 

45 minutes ago, Devalaous said:

Well this is embarrassing. I got stuck in Alpha Quadrant in the infamous Black Pit of Many Bites. The DoomWiki was not helpful; the shitty wiki we dont talk about, WAS helpful.

Looks like we got a game wiki to overhaul.

What part of the pit that you need help in the first place, by the way?

 

Edited by ZeroTheEro

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How to get out in the first place; surviving was easy, the dual-bladed chainsaw is seriously overpowered. Even turning the brightness up to max didnt help, had to google if I had triggered a bug or something.

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Walk back and forth at the long side of the pit hugging the wall at a 45 degree angle. There are really small stairs on one side that you can climb up. You don't have to see them, you'll automatically walk up as you touch them.

 

Edit: What helpful wiki are you referring to? I had the same issue but found nothing when I googled it.

Edited by asdf2k3

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I suppose you're talking about the almost pitch black pit with Specters, right?

 

Yeah, the first time you end up there you'd think you've fallen in a death trap, but it isn't. The exit is sneaky though, since you have to climb a set of thin stairs in order to get out, and you have to ride the wall until you find them.

 

1 hour ago, Devalaous said:

Well this is embarrassing. I got stuck in Alpha Quadrant in the infamous Black Pit of Many Bites. The DoomWiki was not helpful; the shitty wiki we dont talk about, WAS helpful.

Looks like we got a game wiki to overhaul.

 

What kind of info is missing?

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@seed, @ZeroTheEro, it's lacking the info on how to escape the pit. The obsolete one, while surpirisingly lacking more info (on the same map), has a line explaining that.

Quote

(If you fall, there are an extremely thin set of stairs you can use to get back up.)

 

Edited by TheNoob_Gamer

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6 minutes ago, TheNoob_Gamer said:

@seed, @ZeroTheEro, it's lacking the info on how to escape the pit. The obselete one, while surpirisingly lacking more info (on the same map), has a line explaining that.

 

I find that weird because that was also in the Doomwiki itself.

 

This is from the usual wiki:

Quote

The only way to escape is to climb a narrow set of stairs leading back to the portals.

It's worded differently, but the idea was there.

 

Edited by ZeroTheEro

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1 minute ago, ZeroTheEro said:

 

This is from the usual wiki:

 

Huh, last time I checked (from like 1 week ago), that line didn't exist. That's good though.

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Yeah, just checked now and it's definitely mentioned there as well. But it's easy to miss since you kinda have to read the entire section to see it.

 

It would be better to have a section dedicated to Traps tbh.

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1 hour ago, seed said:

Yeah, just checked now and it's definitely mentioned there as well. But it's easy to miss since you kinda have to read the entire section to see it.

 

It would be better to have a section dedicated to Traps tbh.

I wouldn't think that would be necessary, but I made some edits so that the Black Pit of Many Bites fight has its own paragraph.

I think I like that name.

Edited by ZeroTheEro

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5 minutes ago, ZeroTheEro said:

I wouldn't think that would be necessary, but I made some edits so that the Black Pit of Many Bites fight has its own paragraph.

I think I like that name.

 

Is it the "canonical" name of the pit btw? It's pretty good and fitting even if it's something the community has come up with.

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That's the first time I ever heard it, so if it's getting a traction I can attribute to Devalaous for coming up with it.

Edited by ZeroTheEro

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There's never been a canonical name for sub-parts of levels. But it wouldn't be the first time the community comes up with a name for something that doesn't have one in Doom 64...

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Ok, then we should just call it that way - The Black Pit of Many Bites 👌.

 

©1997-2020 Midway, id Software, Nightdive Studios, and @Devalaous.

Edited by seed

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17 hours ago, asdf2k3 said:

Ha, that's funny. That's exactly what I was doing when I rage quit a few hours ago. Yes, secrets do help quite a bit, especially when they contain a new weapon that you collected ammo for which you couldn't use yet. I suck at finding them, though. They did a really good job hiding them in this game.

 

I'd argue that maybe they did a little TOO good of a job at hiding them...at the expense of general fun.  It's funny; I'm finding this game so much more polarizing than I remember it being back in 1997.  It looks better than ever now (some areas really are simply amazing on the eyes, even all of these years later), and I love that it plays much like Doom 1 and 2 (when it comes to how it controls), instead of becoming more like Quake.  Also love that D64 took its lead from PSX Doom, in terms of the lighting, ambient tunes, sound effects, and overall feel.  The game is clearly as its best when it's just you taking on hoards of baddies.  

 

But there's just way too much backtracking/searching and general meandering about needed to complete levels, and it seems like the developers decided to add a lot more emphasis to the puzzle and platforming aspects of Doom in this iteration (too much so)...and though most of the puzzles can be solved in time with some general searching and some trial and error, some of the platforming elements that require multiple tries to solve some puzzles and find some secrets get monotonous in a hurry.  

 

I am looking forward to the next playthrough, as at least I'll have re-familiarized myself with how to reach some secrets and what each switch within a level is doing.  And be better prepared for the many cheap traps (via enemy teleporting) that this game throws at you.  With those annoyances much more minimized (and a better feel for some of the more confusing levels), I'll be able to enjoy what D64 does best a whole lot more.   

Edited by Devils950003

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So far, that pit's exit, and where the Unmaker was in Outpost Omega, are the only things I've had to look up. Generally been good at finding all the rest on my own, although some things have been tricky. 

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The unmaker in Outpost Omega is ridiculously close to the demon key, I had to read up on the guide I co-edited three years back to refresh myself.

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Outpost Omega in general is one real piece of work tbh, probably the only map I'm not that fond of in D64. The Demon Key puzzle is pretty confusing - and first timers are guaranteed to miss the red key since it's hidden. Never understood why they hid an essential item in OO honestly.

 

And there's also the Soulsphere below, which is okay to grab with a mouse and kb setup but I think it'd annoying to reach with a more console-oriented setup (controllers, that sort of thing).

Edited by seed

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12 minutes ago, seed said:

Outpost Omega in general is one real piece of work tbh, probably the only map I'm not that fond of in D64. The Demon Key puzzle is pretty confusing - and first timers are guaranteed to miss the red key since it's hidden. Never understood why they hid an essential item in OO honestly.

 

I wouldn't put anything past a game that has Hectic in it, even if its as well hidden and optional as it is. 

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17 minutes ago, seed said:

Outpost Omega in general is one real piece of work tbh, probably the only map I'm not that fond of in D64. The Demon Key puzzle is pretty confusing - and first timers are guaranteed to miss the red key since it's hidden. Never understood why they hid an essential item in OO honestly.

 

I hate that map.  At least I re-oriented myself with how to complete that one now though...I still remembered the general gist of it from past plays many moons ago (having to shoot switches, etc), but admittedly had to look up how to get both the Unmaker and the Demon Artifact this time around.  For some reason I can't seem to reach the Blue Armor no matter what I try (I can get everything else).  I have found that I have better results in general if I bind the Autorun command to the "B" button on my Switch controller (then Set Autorun to "OFF", then use the left trigger as a speed button).  

 

Agree about the red key (had to look that one up too)...if anything, it would have made more sense for that door to open up just after killing the second round of caged Hell Knights (or Mancubi), or have that door open up just before the second round, with picking up the key triggering the re-spawning of those enemies.  That level is cumbersome enough if you're fumbling around on your own trying to find the Unmaker (and access to the Demon Artifact)...the red key being hidden just seems like overkill.   

Edited by Devils950003

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23 minutes ago, Devils950003 said:

I agree about the red key (had to look that one up too)...if anything, it would have made more sense for that door to open up just after killing the second round of caged Hell Knights (or Mancubi), or have that door open up just before the second round, with picking up the key triggering the re-spawning of those enemies.  That level is cumbersome enough if you're fumbling around on your own trying to find the Unmaker (and access to the Demon Artifact)...the red key being hidden just seems like overkill.   

 

Yeah, "overkill" seems to be a good description for this level. They forced their hand too much here. Sure, it's a secret map but still... hidden mandatory key, puzzle Key, and then the rest of the secrets... oof...

 

Well at least the rest of the secret maps are cool, In The Void is my favorite 💜.

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38 minutes ago, seed said:

 

Yeah, "overkill" seems to be a good description for this level. They forced their hand too much here. Sure, it's a secret map but still... hidden mandatory key, puzzle Key, and then the rest of the secrets... oof...

 

Well at least the rest of the secret maps are cool, In The Void is my favorite 💜.

 

Yeah I don't mind the other two secret maps.  In The Void is truly haunting.  And there area some levels where I just spin around for a second and think "Damn, I'm playing a widescreen and cleaner version of this on a HANDHELD?!"  I do get sucked in.  I like the fact that it looks like a GAME...as much as I appreciate modern, hyper-realistic and detailed graphics, sometimes they lack soul, if that makes any sense.  After about an hour of Doom 3, I wasn't feeling that one at all.  

 

It really does feel like someone was trying to be a just little too clever and a little too obscure for his own good at times with D64 (OO being a prime example of that).  But of course, with later playthroughs come more prep and knowledge (and considering the number of cheap traps and loss of health that comes with them in D64, I don't feel at all bad about having some "advance knowledge").  Re-discovering some of the most "Huh?!" secrets and what switch needs to be hit when has definitely NOT been much fun at times, but at least now that knowledge should stay more firmly entrenched in my soon-to-be 50-year-old memory bank.  I first played D64 as a 26-year-old, and then later in my early 30s.  I usually have a great memory, and I find myself remembering parts of certain levels (I still remembered the switch sequence as 3, 1, 2, 4 in Level 4:  Holding Area, and the telltale "arrow" rock in Level 12:  Altar of Pain that leads to the exit that takes you to Level 30:  The Lair), but I've definitely forgotten my fair share too.  

Edited by Devils950003

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If I may ask, since the devs are around here.

 

Is it possible to increase the turning speed for Doom 64 with the D-Pad to match the speed in PSX Doom? The turning speed for it at present is very slow (and has been since the original N64 release). If it's not possible, then I guess I'll just suck it up and use mouse and keyboard. But since this release is trying to capture a 1:1 of the original, I'd like to play this with a controller.

 

...Nothing wrong with the default controls, by the way. I just want to have this set up like the PSX Doom default controller configuration.

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34 minutes ago, Charu said:

If I may ask, since the devs are around here.

 

Is it possible to increase the turning speed for Doom 64 with the D-Pad to match the speed in PSX Doom? The turning speed for it at present is very slow (and has been since the original N64 release). If it's not possible, then I guess I'll just suck it up and use mouse and keyboard. But since this release is trying to capture a 1:1 of the original, I'd like to play this with a controller.

 

...Nothing wrong with the default controls, by the way. I just want to have this set up like the PSX Doom default controller configuration.

Doom 64 uses analog movement controls, so you'd be much better served using an analog stick as opposed to a d-pad.

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I know the game made use of analog movement, but that doesn't stop it from having a turn input that is unfortunately super slow.

 

Like I said, it's not a huge complaint, I'd just like the turn input's be faster like they are in PSX Doom. I could just go for pure vanilla and use analog as you said, but since this game now has an official release, I'd like to voice my opinion and see if anything can be done.

 

I can't be the only one that feels this, but I'm sure I'm the minority anyways, hah.

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