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Orchid87

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  1. So, what's the issue with Downtown? I had a lot of fun exploring the map as a kid and had fun during my recent replay as well. As for the worst maps - these are small pointless boss levels: e1m8, e2m8, e3m8, map30. Why not make a proper map with boss area at the end? Lazy.
  2. Orchid87

    Doom 1 or 2?

    What is it about Doom 1 level design that some people here love so much? Doom 1 is full of flat narrow halls.
  3. Doom cover art is the most famous and iconic depiction of classic Doomguy. I mean, you see it on the title screen. Of course in Bethesda's mind it's the canon look. Most people probably saw actual Doomguy sprite in action only in Doom II ending sequence.
  4. Finally! A Doomguy that looks like the original Adrian's sketch and model, as opposed to Don Punchatz artwork which Bethesda uses for the classic Doomguy reference nowadays.
  5. Title. I mean the maps like Underhalls, The Gantlet, The Crusher etc. Brown skies is a must. I am no mapper so I don't remember the textures names but you get the idea.
  6. Why doesn't anyone mention 'dodging slow projectiles' aspect? It makes Doom gameplay more shmup-like and different from the majority of other first person shooter games including the 90's ones. The projectiles in Duke Nukem 3D are so fast that it's always better just to get into cover that try to quickstep dodge them. Even Quake is not quite there. In Doom you may navigate around the barrages of imps, cacos and barons/hks fireballs. Then you have revenant heat seekers that you have to outmaneuver, mancubi triple attack that have to be dodged in a specific way and arachnotrons that you have to hitstun or their plasma will eat through your health quickly. Add the partial invis to the equation which makes it even more interesting. Other classics like Duke 3D and Blood basically have none of this.
  7. Kind of like what was made later in Doom 3, isn't it? base -> hell -> corrupted base Also, I disagree on Doom 2. In my opinion it has way more consistent texture work and level design that Doom 1, if we compare D1 as a whole and not just KDiTD. The only really ugly Doom 2 map that I can think of is The Citadel. But I might be subjective because I love The Chasm, lol.
  8. Speaking of E2 and E3 aesthetics, the way the textures are used is rather interesting and different from E1. I previously thought of Sandy Doom 1 maps texturing as of being amateurish, cheesy and garish to the point of preferring the Jaguar mapset retexturing made by American McGee. But in the last years it did grew on me in a nostalgic way. I now think that it's way more interesting than homogenized Jaguar Doom look. One Jaguar improvement I miss though is removing the ceilings in some rooms. One more thing about Sandy E2 and E3 maps is that they have some weird things that make little sense from the gameplay point of view and don't always correspond with conventions established in E1, but you still remember them for how they add to the surreal atmosphere. Off the top of my head: - inverted cross in e2m1 having damage floor - a room with small platforms moving up and down in e2m3 - blue water being damage floor in e3m3 - a door in e3m4 that opens by stepping on a blue square etc
  9. I've noticed a fairly recent trend of people criticising Doom 2 for having too many Sandy maps. I personally don't mind them, on the contrary, I enjoy the likes of Downtown and Factory, which, in my opinion, moved the genre away from its dungeon crawler corridor shooter roots. But the trend of "open ended maps" might have started with Mt. Erebus. So, let's talk about Sandy episodes from original Doom - Shores of Hell and Inferno. I see many people cite KDiTD as their favorite Doom episode and the reason they prefer Doom over Doom 2 (in my own opinion, limited monster and weapon selection really brings it down) but somehow, Shores and Inferno are usually omitted from the discussion. So what is your opinion on Shores of Hell and Inferno, which one is better and how do they compare to Sandy levels from Doom 2?
  10. Sorry for bumping this old thread, but is it safe to assume that this is the most accurarate SC-55 soundfont now?
  11. Quake left a far bigger legacy multiplayer wise though. Hey, fooling around with pipebombs is one of the best things to do in Duke 3D!
  12. The thing about Duke Nukem 3D is that even if you remove all the edgy/controversal stuff it's still an amazing game and even has its own moments of serious, moody atmosphere, especially in episode 2. Duke Nukem Forever developers forgot about this somehow and decided to turn edginess up to eleven to disastarous results.
  13. Doom feels more robust in the basic things like movement, gunplay, blast damage, enemies attacks variety. On the other hand, I think that Allen Blum is one of the best level designers ever. Duke Nukem 3D levels overall have some unprecedented level of polish. It must be noted that 3D realms spent a year and a half designing them though. Doom, Doom II and even Quake levels were made in a much shorter time.
  14. Have you ever tried Jumping Flash games? They have a simple and elegant solution for the first person platforming. It works only with true 3d engine though.
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