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OldDoomer

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  1. I didn't have access to a computer with a soundcard growing up, so 'PC sounds' were how I first experienced Doom. It didn't initially bother me as most PC games I had played to that point comprised those sounds. I didn't properly "hear" Doom until I played the 32X port. I don't remember my keyboard layout but I do remember being fairly terrible at movements. It took me a while to understand the concepts of circle strafing. I do recall using arrows to move, since that's what we were most all accustomed to using during the time. My experience at the time was also just shareware Doom, which was traded around via me and my friends with floppies. None of us had internet (didn't get that in-home until ~1996).
  2. Slough of Despair is not present in those ports. Other Thy Flesh Consumed levels not present in those ports include Hell Keep (The ports got a Jaguar-exclusive level called Hell Keep, not the PC Hell Keep), Dis, and Warrens.
  3. Most of Thy Flesh Consumed appears in the Playstation and Saturn ports. A handful of the levels are missing, as Ultimate Doom in these ports ends with the PSX/Saturn exclusive levels Twilight Descends and Threshold of Pain, and the levels excluded tend to be ones that tax the consoles. Overall the levels can be difficult plays on the PSX and Saturn, particularly Perfect Hatred that starts where you're immediately attacked by a band of Sergeants that's near impossible to dodge (the Cyberdemon "boss" is removed however). Possibly the advantages on the PSX/Saturn port is that you will likely enter the Thy Flesh Consumed levels with a full loadout sans the super shotgun which cannot be obtained until you reach the Doom II levels (or if you cheat).
  4. This is similar to the criteria I go off of, which if going off of of contemporary ports I would consider the Playstation port the "best." It's difficult to consider ports such as the BFG Editions due to them coming out so far later from the original game's release. I would also consider contemporary ports more prominent as a noteworthy anecdote is for many individuals during that time console ports were possibly their first experience with Doom. Computers still weren't as ubiquitous in family's homes in the mid 1990s as they are/were now.
  5. You may look at your monster placement through drops, rather than outright fights or encounters. Example: remember that you have two enemies in the line-up that drop retrievable firearms; the former sargent and (if Doom 2) the chaingunner. Doom 2 actually uses the dynamics of enemy drops to really good effect starting out. If you play Entryway on any skill level, the only enemies present are zombiemen and imps. Unless you access the secrets you will not obtain a dropped shotgun until the next level. You could use these sort of dynamics in building up challenges for your players through the level. You can assume that most players are used to starting out from a pistol start, so instead of having a shotgun or chaingun as a placed item you could have these obtainable only through drops. While that may not immediately sound like a challenge, you could force a player to have to use a pistol or even place a higher power weapon such as rocket launcher or plasma rile with very limited ammo that has to be conserved, in the hopes that the player is going to make it to the sargent or chaingunner carrying the drop. For a first play through this might generate a false sense of power for the player in giving them higher powered weapons with limited ammo, but then those players quickly realizing they do not have immediate access to a shotgun or chaingun. Where the shotgun and chaingun become important is that most Doom players will likely use both against lower level enemies. The shotgun tends to be an all purpose firearm often easily replenished and the chaingun great for deal with congregations of hit scanners (not to mention, bullets are often easily replenished thanks to zombiemen placement). If you give a player a plasma rifle and they're fighting imps and pinkies they're going to realize that they're not receiving item drops.
  6. I got to get out more. Didn't even realize this existed.
  7. You have to use GZDoom to run the Doom PS1 TC. Are you using GZDoom?
  8. In the original Doom Bible, the game was going to have the player select from four characters with their own names and strengths/weaknesses: https://5years.doomworld.com/doombible/ Of course hardly anything Tom Hall wrote for Doom Bible made it's way to the actual game, so instead players got a nameless marine that was assumed to be you, the player. Back in the day I just remember everyone always using the terms "Doomguy" or "the Guy from Doom." I feel "Doomguy" is ubiquitous enough in the classic Doom world that people would understand who you are referring to.
  9. I don't know how relevant it is to the discussion at hand, however since the topic of reviews and articles is starting to crop up I thought I would show off material for the Saturn Doom port in Japan. The first image is an ad that first appeared in the January 1997 issue of Saturn Magazine and continued for some months after. Interesting of which is that the ad lists a February 1997 release date, which didn't happen. Also further interesting enough even after the US market Saturn Doom did release the ads continued to use the PSX port's screenshots; there were no updates showing off the US Saturn port's screens. SoftBank handled the Japanese distribution of Saturn Doom. The second image is of the first review by Saturn Mag critics later in 1997. The lowest scored critic is lamenting how yet another port of Doom is releasing and that, by this time, Doom was fairly old. Most of the commenters are speaking specifically of the game play aspects, and not necessarily the technicalities of the port; relatively common from these sort of reviews. The third image is the final reader's rating for Sega Saturn. Periodically, Saturn Mag would perform a reader's ratings of all current Saturn titles, rating them by position. In 2000 when the Saturn was in it's final days, the magazine compiled all of the prior ratings into the "final" rating of Saturn titles. I put a red box around Doom's rating, which came in at an even 7.0 and number 641 (the box in yellow is the game's previous reader's rating position). One thing to keep in mind however is that Japan's tastes were quite different from the US's, with there being hundreds upon hundreds of visual novels and similar type games on the console that never left Japan. To give an idea what Doom was going up against, the fourth image is the top picks as rated by Japanese gamers, which were mostly visual novels and RPGs. They include Eve Burst Error, Grandia, Langrisser, YU-NO, Machi [City; this was a "sound novel"], and Pia Carrot as the top six.
  10. I have sitting around in roughly released order: - Atari 2600 - (2) NES - Genesis/Sega CD/32X trifecta - Gameboy - SNES - Saturn - PS1 - N64 - Dreamcast - (2) PS2 [One is setup to play PS1/2 imports] - Gamecube - Nintendo DS - PSP - Wii - PS3 - PS4 I don't have anything against Microsoft, I've just never been bothered to buy one of their consoles. I mostly play RPGs/JRPGs so most of my game collection from all those consoles are primarily those sort of titles. Looking at it all guessing the most valuable item I have is Rayearth on the Saturn which I bought new, along with some other RPGs getting up there.
  11. GREYDANG (the red sign with a figure on it) I believe is an even rarer texture than BROWNWEL. It only appears in E2M6, and while it shows up twice - BROWNWEL is used three times - you only see it once in E2M6 as a trigger lifts the other side it is attached to.
  12. Correct. There's only 640k VRAM allocated for everything displayed onscreen in the play area, including textures, sprites (including repeats), and skies. If it is exceeded the game will fatally crash. You can test some of the limits of PSX Doom by playing the later Doom 2 levels and going to places where not only a lot of monsters are present at one time but also constant moving projectiles and player -generated projectiles (think non-hitscan items) are displayed simultaneously. Examples include Suburbs, The Courtyard, any sort of later Doom 2 level that not only has a large outdoor environment but also lots of monsters simultaneously. It may take a few tries, but you can easily force a crash on those levels if you allow monsters to congregate. On the other hand you could also play the PSX Doom for years upon years and never actually see a fatal game crash. One typically has to really force it, and a casual player in those aforementioned later levels such as Suburbs and The Courtyard is unlikely to maneuver where alive monsters will congregate to force a game crash. You can also potentially crash the game by using the Lost Soul bug, which can generate a similar problem of exceeding the VRAM. If you're unaware of it, killing a Pain Elemental will sometimes spawn Lost Souls outside of the play area. In normal gameplay, such a Lost Soul will simply hug the walls trying to reach you. If you then fire a rocket at a wall to "push" a Lost Soul, it will continue until it reaches the extremes of the play area (they are normally supposed to be stopped by a linedef, but are not). When this occurs, the game will start corrupting each time the Lost Soul continuously moves around the play area. You can test this as early as Level 1 entering a weapons cheat code and playing on Ultra Violence but it's much more apparent in some of the later levels with more Lost Souls generated. Linedefs and sections will rearrange themselves until exceeding memory and crashing.
  13. Then stop posting about it. You've posted three times now and whether or not you like FNaF literally has no bearing to the OP's issue. To the OP; as mentioned above, you need to determine what source port that the mod was created for and use it accordingly. While many modern source ports are limit removing, that still means that a lot of user generated mods are built for and/or tested in particular ports.
  14. I did not enjoy it much when it first came out on PC but years ago revisited it with the BFG Edition on PS3. The flashlight 'feature' on the PC was one of the most ridiculous design choices ever. Having it as a selectable feature on your combat armor made more sense. I also have to echo a lot of what was said about the levels. The 'tech' levels early on are a lot of recycling and "whooo look at this cool machine" -type game play. It's very impressive but a tremendous amount of redundancy. The Hell levels are extraordinary and did everything in terms of aesthetic that 'old' Doom never could do - there just wasn't anywhere near enough Hell-related material. I also liked the later grungy UAC levels that showed a lot of the "old UAC". You got the feeling in game that they're the type of places that maybe only a few people worked around for decades. I feel the biggest issue that stymies people that play Doom 3 is their reliance on the shotgun. You have to pull yourself away from using it too much. It's okay to use it frequently in the early Alpha Labs levels, but after you've past that point you should really be switching weapons more periodically and using the shotgun less. Keeping in mind that once you make it to the Hell level you lose your equipment anyways and have to re-acquire everything, so there's no reason to conserve ammunition. Use that plasma rifle and machine gun! I actually liked a lot of the bestiary and particularly the former soldiers you fight. It's nice when you come across former soldiers that are turned that they use tactics ingrained such as taking cover and assaulting you as a unit. The boss fights however are all really meh.
  15. I bought the Playstation port before I bought a Playstation. I remember buying it the day it came out in mid November 1995 and didn't actually get a Playstation until a few months later. I did however rent a Playstation, which some people may remember used to be a thing you could do at Blockbuster (I never had to pay the deposit as I knew someone that worked at my local Blockbuster). I thought the Playstation port was pretty amazing for the time, and continued to play it well through the 90s even as FPS's advanced. Another good memory to daisy chain off of the above is I actually managed to play two-player on the Playstation port. I purchased the Link Cable, had a friend that had the game & a PS1, and he lugged his console and game to my house. We dragged two TVs together, hooked everything up, and... was playing multiplayer console Doom; the first time I had actually played Doom multiplayer.
  16. I've never like the Demon being called "Demon" since, well, you're fighting demons. So I've always called him Pinky or Pink Guy. Rest of the bestiary I've referred to as-is.
  17. Something you may consider is that the true OG Doom is Episodes 1 through 3. 4 you can effectively say is an extension to the original Doom lore and slots itself as an add-on to Ep 3 Inferno. Doom plays out as the episodes say they do. Ep 1 is mostly intact tech bases and facilities. Ep 2 - aptly titled The Shores of Hell - is the similar tech and facilities with noticeable overruns of hell coming in. Ep 3 is Hell itself. When Doom 3 came out, it actually did a pretty good job of portraying this progression much better than the relative limitations of the original Doom, however Doom still retains this progression aesthetic and there are little blobs of how the levels are designed that reflect what they're trying to portray. Think early on in Ep 1. You expect tech facilities to consist mostly of hard angles and rooms to be cleared. By the time you make it to Ep 2 you will start experiencing more complex exploration and having to account for weapon load outs and replenishment as you progress. You likely utilized the shotgun and chaingun consistently in Ep 1 as bullets and shells are easily replenished by hitscanner drops, but by Ep 2 you should be branching out to your other firearms in standard firefights knowing that bullet and shell drops won't be as consistent. Ep 2 even plays out with this in mind. In E2M1 you're giving a plasma rifle, and in E2M2 you're given a rocket launcher. Both of these by this point of your play through should start to be utilized more than your shotgun and chaingun, or similarly switched between fights to balance ammunition. By the time you reach Ep 3 you experience mostly demons, which do not produce ammunition drops. I would say you very much still need to play though the entirety of the level sets to "play through" Doom. I don't know if I have had any major qualms with Doom, but a select few I could think of are: - The infinite height issues in relation to monsters caused by the game's engine. If this didn't exist, some better strategies could be employed against flying enemies. One immediate I could think of would be running under a Cacodemon to avoid projectiles. You have to strafe a Caco or Lost Soul regardless of how high they are. - Doors only opening vertically always irked me. Horizontally not only would have helped with immersion but also fighting. When a door opens you have to literally wait for it to reach a height for you to traverse (fired weapons as well). A horizontally opened door would have a relative advantage of firing off a weapon as the door opens and immediately moving to cover. - I've always thought the boss fights were a bit of a mixed bag, and the levels too simplistic. One thing I've always liked about Final Doom is Level 30 in both TNT and Plutonia is for the most part more of a "legitimate" level that has to be progressed. In Doom sans Ep 1 the boss fights are "hey man, here's the boss... which is probably going to move slowly and be easily beaten." I would have liked to have seen some more detail - and honestly sense of reward - in the boss fights.
  18. I'm not privy 100% to the technicalities of Central Processing and I'm certain some will for sure correct me, but when you flip the switch at the top of the stair hallway this door is supposed to remain open. There is a lindef inside that area that when crossed closes the door; one of the myriad of traps on this level (Central Processing is a Romero level). My assumption is that you are potentially opening the door without the nukage area being cleared, then firing, which alerts enemies behind that door to move up and cross the linedef, closing the door. Central Processing on Ultra Violence actually has the most enemies out of any of the original Doom levels so it's very easy to create this circumstance of needing to fire in the nukage room after hitting the switch.
  19. I'm a bit ignorant on things but what purpose would playing something as old as Doom on such a high framerate actually serve? Hit scan fire arms for example stop at whatever thing or solid linedef they come into contact with, working more akin to something like a light gun. A higher FPS isn't going to make you or enemies be able to react more quickly, and how someone mentioned above could actually introduce more of a challenge with a quicker mouse movement. Am I looking at this all incorrectly?
  20. I have memories of the Newgrounds animation, which I believe was made not long after the fanfic started to become infamous. I particularly like the nonchalant "No John; you are the demons."
  21. I would think one could make a case for constantly running during combat would be so they're more likely to evade hit scanners (as in all former humans). If you're walking you give a group of hit scanners more time to react to you being in line of sight. On the other hand running is more likely to allow you to evade or move yourself to a hit scanner's(s) blind spot. I'm certain skilled players could possibly evade hit scanners just walking but running, I would think, would mitigate damage way more over the course of a play through. Personally though it's just so much easier to leave a pinky rested on Shift and slip it off when needed for walking.
  22. I had the 32X port first and had Doom on the PC previously, but most memorable was without a doubt the PS1 port. The PS1's portrayal of the maps everyone knew with the lighting & colors and the more menacing score did a pretty good job of setting a real great tone for familiar settings. The PS1 Doom was also the first time I truly played death match. A friend and I both had copies, I bought the PS1 link cable, and we managed to set up a session. It was so much work we didn't do it again.
  23. I can only point this out. There were FPS games prior to Doom, but they were nothing of the sort of game play that Doom provided. The critics and the retrospectives you read about are all very much correct; Doom was a sort of nexus for not only FPS games but video games as a whole when it released. Think of all the sort of emerging genres and game types during that time. You had emerging FMV content, which most people even then knew was a real load of bull. You had rather rudimentary 3D models in forms of polygon titles, typically found in flight sims, racing games, etc. All the while there was a persistent 2D and 2.5D aspect that continuously lingered well through the 1990s. Sure Doom wasn't true 3D but for most people we had not seen a game of that sort when it released at consumer level. Think even further into Doom's early development. Even the guys at id Software were still in a mindset of things such as tracking score and picking up items for points in the early builds of Doom; effectively left-overs from a generation growing up on largely playing arcade games or 'board' titles that scrolled. However after Doom's release it's as if every single company tried to jump on the bandwagon and release their own "Doom." I remember writing something about it a while back and looked more into the release schedules from that time period, but I want to say that roughly just over 100 major FPS games released on PC between Jan 1994 - Dec 2000. Think about that for a moment. Conservatively there were upwards of sixteen FPS games releasing every single year (just for PC; not counting anything that may have been console-specific) all trying to be the "new Doom". Ironically as many said it wasn't until Quake came along that we got something that got people to stop talking about Doom, and then arguably games such as Golden Eye and Half Life after that. Still though there was an astronomical amount of FPS games during that time, at a time that - it should be reminded - that most people didn't seriously get internet in their homes until the mid to later 1990s. The technology for FPS however just continued to advanced, and advance, and advance, like it was absolutely never going to stop. I was always fairly fanatical about Doom personally. Contributing however I wasn't able to afford a computer that could run all the latest games during that time, so for the most part I was stuck with Doom as matter of consequence. The relatively good thing though was people still created levels well through the 1990s so there was never a lack of content. I remember quite seriously getting back into Doom proper around the time ZDoom came along and initially being blown away by Tei Tenga, which was one of the first Doom WADs to feature a hub level setup. Something mentioned above about Quake was very much a similar situation with me. Graphics cards back in the day were pretty pricey, and I didn't know very many friends that had really good computer setups that were constantly updated with the latest technology in mind. I did have one friend that could run Quake decently, but the great thing that lingered about Doom was it continued to be a title that could easily be installed and ran on most anything by ~1995 (every computer at our school's computer lab had Doom crammed onto it, as most everyone had it and it was easy to install.). Personally I still was quite content with many of the 'lower' end FPS games well through the 1990s. I remember spending way too much time playing Redneck Rampage, more entertained by the absurdity of it all. I also put a lot of time into a little known FPS that was overshadowed by Half Life called Shogo MAD. I was able to actually run Shogo MAD decently, and that game combined FPS with FPS-mecha. As I enjoyed games like Mechwarrior that was pretty mind blowing for me to see an on foot FPS and mecha FPS play out in the same game engine.
  24. I would think that there are a tremendous amount of limitations playing with a controller. Key of which would be how you would effectively switch weapons in a fire fight? It's super easy with a WASD & mouse setup to move a middle or index finger to numbers to immediately select whichever weapon you're aiming for. If you use a controller you would likely have to move a hand over to the keyboard or set the controller up similar to most console ports where you "wheel up" or "wheel down" to scroll through weapons; nowhere as effective as simply being able to press 2 or 6. It may all just be me though. Personally I find playing any sort of FPS game very difficult with a controller.
  25. Yeah the PS1 ports can be a bit of a shock for people that didn't play them or remember how they played. There never was analog support, so it's down to D-pad and the top buttons. A few things: I use what Dark Pulse mentioned, but I also change Run to X, Attack to Square, Open/Use to O, and the "Strafe" button to Triangle (You do not have to press Strafe to strafe). I used this setup since the day I got PS1 Doom back in '95. What this allows you to do is rest your thumb mid-ways on X to run, then press it to attack, while slightly rolling it to the right to activate doors or switches. To effectively strafe, you're holding X anyways, so if you need to circle-strafe right you hold R1 and press Left on the D-pad, and vise versa for the other direction (go left, hold L1 and press Right). It might take you a bit to get it down, but when you do you can strafe quite decently even on the larger levels that may exhibit some slow down on the PS1 hardware Another key circumstance to point out that you may not know or didn't read is that you can cycle weapons with the game paused - a "feature" of sorts on the PS1 as you historically weren't able to effectively cycle weapons on Doom console ports. So don't focus on a button scheme that's heavy on weapon manipulation. When paused, you can cycle weapons forward or backwards for whatever weapons you have on hand. When you resume, you'll still get the lower/raise animations but you'll jump to whichever weapon you selected. Really effective if you enter a room and need to quickly cycle to a more appropriate firearm that isn't the shotgun or SS that you've likely been using for most of the game. Due to this, I leave weapons cycling default L2/R2. I wouldn't try doing anything adventurous such as using all four of the top buttons to Strafe and turn Left/Right as that leaves the D-pad's Left/Right open for something like weapons cycling, and you don't want that when you're left thumb is going forward and back.
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