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Aubrey De Los Destinos

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About Aubrey De Los Destinos

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  1. There is one thing I like (and maybe it's possible in other source ports too, but I didn't find it): I can set bobbing even when I stand. So I set it to 5% and it imitates nervous breathing, even when I'm waiting. I find it motivating to move.
  2. NeoDoom has one of my favourite maps of all time: a city of houses where you have to go door-to-door (as far as I remember it because it was years ago).
  3. The problem is easiness of accidentally pressing the stick, especially when action gets hot. In general, I think that always run makes total sense with a gamepad because if I want to move slower, I will move the stick less. With analog input, I control the speed. And anyway, who walks in Doom?
  4. Hello, first of all, Doom Retro is my favourite source port. I've been following it on and off for years, but now that I have an account here, I can get in touch. The last version I played before 5.4 one was 4.7.2, and one thing has changed between them. So, I noticed that by default, pressing the left stick toggles always run, and I think that's a bad UX. “Doom 3” on Nintendo Switch has it, and it's very frustrating because I accidentally press it every now and then, usually when the situation becomes heated, so on top of the fight with many monsters, I am suddenly moving slowly. The other day, I was checking “Liminal Doom,” and I toggled it off in the middle of a fight with Archvile. Luckily, “Doom 3” thought me well about that, so there was no surprise, but I believe that this might be frustrating for less savvy players. I removed it from my settings, but I would like to suggest getting rid of it out-of-the-box. But other than that, 🔥. I don't know what it is what was done to rendering, but these pixels on shades are fantastic. Not necessarily how I remembered Doom back in the 90s, but definitely retro and nostalgic. And it's probably the best implementation of vibrations in a gamepad that I have encountered in my gaming career.
  5. Fantastic port! It allowed me to see this legendary PSX Doom that I always heard of and read about. In case you're collecting this kind of links, I wrote a text on my page about PSX Doom, but because it was possible thanks to PsyDoom, one of the sections is about it.
  6. I found the aesthetics very pleasing. The palette swap works pretty well, and Doom Retro does something with rendering that plays out really nice with this map. Especially lost souls due to partial translucency of the flames that Doom Retro applies—they were half-invisible with the shopping mall in the background. It's generally more retro, and these liminal places play heavily on nostalgia. I would be thrilled to see more maps like that.
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