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Wesker

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  1. Problem with that is, progress seem to be saved only at the beginning of each level and even if you save during a level, you are still sent back to the beginning when you load that saved game, so you are forced to lose all your progress in an on-going level if you happen to find this odd glitch (same as if you die).
  2. I'm experimenting a certain game issue when leaving this game "idle" for a while. For some reason, it doesn't seem to freeze the game, but the controller input stops from being recognized and I'm forced to reset the game. This is a little nuisance because I don't usually play this in one sitting (though because of this I don't have other choice) and I tend to play a little while before completing a certain level, then do some other thing and come back with the game paused (but sometime it does even unpaused, I tested that), only to find I can't move nor do anything at all. The game is not frozen because everything seems to be playing perfectly, including music, sound and animations, notably the GUI marine face or the skull icon options. Not sure why this is happening or how can I report it properly. I'm not sure if this also happens in emulators as I mostly play on real hardware.
  3. I miss a more fleshed out controls/gamepad customization screen (the current one is rather too limited) to avoid control issues like the ones you mention, or the ones that also arise in the map screen when remapping the buttons, since the map screen will always keep fixed button associations no matter what. For example, if you set the speed/run function to the "C" button, since you need to keep pressed "C" in the map screen to allow moving yourself instead of moving the map screen, you will be forced to always run while moving yourself on the map screen. Even though this issue may be solved by simply inverting the "C" button switching logic in the map screen, so you will always move yourself by default and keeping pressed "C" will instead switch to moving the map screen. This would also be more faithful to the map control logic of most of the other versions (not only the PC original is that way, but also others based on the Jaguar version like the original 32X version and the 3DO version), rather than inheriting it straight from the Jaguar version like it is now (it's puzzling why they did that). @Vic speaking about minor fixes, would it be possible to make the game remember the last area you selected when starting a new game during gameplay? So for example, if I'm playing in area 15 and want to go to area 16, it would save from having to manually move the selection from area 1 at all times (or from area 24 backwards which is also another option). Even the faulty 3DO version remembers what was the last area selected/played when the game boots, but it would be enough if this could be done when starting a new game during gameplay and not necessarily after booting the game (even though the SRAM save technically could also remember it), so it would make easier to move between levels from your current one. Also, I noticed that in the ending, the enemy gallery animations are being played too fast and there's no sound when they fire. I guess those are also issues inherited from the Jaguar version. You already restored their alert sounds and death sounds compared to the Jaguar one, so I wonder if you could also do the same with their fire sounds and also fix the overacceleration they seem to have. Again, even the faulty 3DO version did this right, and the original 32X version also did it almost right too, if it wasn't because for some reason all the death sounds were replaced by shotgun shots.
  4. It's great to have "Deep Into the Code" added. Shame it can't be done the same with "Sign of Evil". I believe it's now the only original Doom music which is still missing. Even "Donna to the Rescue" is in (associated to "Map 19: House of Pain", which originally was one of the maps playing "Sign of Evil"), despite Jaguar Doom and its derivative versions never having the proper "Slough of Despair" map (or an equivalent one taking its place) where this particular music track originally played.
  5. Not only that. This is able to run in bordered 252x144 resolution while the Jaguar does it in borderless 160x180 (you can also run this one like that), that's definitely an edge too because of the added sharpness. There's also the little addition of the spectres, which aren't present in the Jaguar version, and the also the apparently logic decision of reswitching the skyboxes of "Map 16: Tower of Babel" and "Map 17: Hell Keep" to go with the "Inferno" episode skybox instead of sticking with the Jaguar pattern which still used the "The Shores of Hell" episode skybox for those maps (this somewhat reminds to what the PlayStation and Sega Saturn versions did). About the only real advantage I can think the Jaguar version still has compared to this one is the fact that it has link multiplayer while this one doesn't (maybe one day it will?). @Vic I think I already read this somewhere but I'm not sure where. Anyhow, the reason why the music tracks "Sign of Evil" and "Deep Into the Code" are not present is because of ROM storage space? I would have liked to listen how "Sign of Evil" would have fared in this version, especially compared to the original 32X rendition. Maybe that can be eventually solved? Also, what are the conditions in which "Map 24: Military Base" can be accessed through the area select option? It appears to be locked at first, but if you play certain levels and then do a new game, then it seems to appear, but I'm not sure if that's a random fact or there's a precise requirement that triggers it. In fact, there seems to be a certain bug with the area select option while you are already playing, as sometimes you can't even move from Area 1 that way. But I'm also not sure when that happens.
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