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/vr/ - Retro Games

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>> No.10252932 [View]
File: 2.94 MB, 720x406, 1653614248845.webm [View same] [iqdb] [saucenao] [google]
10252932

>>10252886
>inb4 "that's from a source port"
All of these mechanics are present in the original engine

>> No.10241985 [View]
File: 2.94 MB, 720x406, DOOM z axis.webm [View same] [iqdb] [saucenao] [google]
10241985

>>10241349
>>10241532

>> No.10234221 [View]
File: 2.94 MB, 720x406, 1653614248845.webm [View same] [iqdb] [saucenao] [google]
10234221

>>10234210
>Doom
>not truly 3D
Aside from infinitely tall monster/player collisions and explosions, Doom is actually 3D. The game has vertical coordinates for monsters and the player and monsters have heights. This webm was recorded in a modern engine just to demonstrate things better but all of the mechanics shown are present in the original 1993 game

>> No.10223071 [View]
File: 2.94 MB, 720x406, 1653614248845.webm [View same] [iqdb] [saucenao] [google]
10223071

>>10222262
>fake 3D
Doom is 3D. Webm related

>> No.9584682 [View]
File: 2.94 MB, 720x406, DOOM z axis.webm [View same] [iqdb] [saucenao] [google]
9584682

>>9583657

Right answer.

>> No.9378504 [View]
File: 2.94 MB, 720x406, three dimensions.webm [View same] [iqdb] [saucenao] [google]
9378504

>>9378460
Not quite. Explosions don't account for height, they reach vertically to infinity, but beyond that (and monster melee attacks), monsters and players have a defined height, and hitscans and projectiles can actually travel above or below them.

The vertical auto-aim is just easy to use most of the time, so shots get angled up or down as needed. You can still miss though, a rocket you fire over the head of a monster you don't have a line of sight to will pass over him, hitboxes must intersect.

>> No.9258490 [View]
File: 2.94 MB, 720x406, three dimensions.webm [View same] [iqdb] [saucenao] [google]
9258490

>>9253396
Do you like flightsims more than FPS? Then maybe, but they're pretty damn different games, comparing them is awkward. Descent is played in the first person, like Doom, but it does some of the fundamentals so incredibly different that you're doing both games a disservice comparing them. Are motorcycles better than trains? Both are a form of powered land transportation, but they're by no means easily comparable, and they'd be really shit trying to do each other's main jobs, a dirtbike is almost useless at moving cargo, but a train doesn't go offroad and it's a major catastrophe if it somehow manages to.

>>9253476
Stop buying shitty apples.

>>9256064
In fairness, Doom kinda ran like shit on contemporary hardware. If you had a 386 you had to play on Low Detail mode or a tiny screen size (you may not even have had enough RAM to run your mouse drivers together with Doom), a 486 was recommended, and you'd have a much better time, but you'd still be peaking at 20fps for the most part. Now, 20fps isn't the worst, it'll look silky smooth next to 12fps for the same screen-size, but VERY few people would run Doom and Doom 2 at a consistent +30FPS until the mid 90s.
The fabled optimization wasn't quite as much about making the game lightning fast on 386s and 486s in 1993, as it was to make it even possible for it to be playable at acceptable framerates for the time.

Like with Doom though, if you were playing Descent on a computer from a few years later, BOY where you in for a good time with a fast and fun game which was smooth as silk.

>>9256926
Doom is 3D but they skip a few steps in the physics because they didn't think they would be that important and it saves a bit of time and CPU power. Heretic is the same engine but they just add those couple of short lines of code to round it out.

>> No.9203108 [View]
File: 2.94 MB, 720x406, three dimensions.webm [View same] [iqdb] [saucenao] [google]
9203108

>>9201375
This is due to limitations of the Playstation itself, a lot of Final Doom's levels would not run problem free on the console without a lot of modifications and simplifications. Sometimes they would work on adapting a level, other times it wasn't worth the effort and it had to be skipped outright, so they decide to use a bunch of the Master Levels as a substitute, as those are not nearly as complex or demanding.

Of course, the Master Levels aren't nearly as good as Plutonia (which had to sacrifice the most levels by far, featuring only 5 of its 32 levels), so you get quite the downgrade in quality as a result. One could wish they would have made more original levels as substitutes instead, but as guys who worked on these port told, the Final Doom port was basically a quick cashgrab. Much more time, effort, and ambition, would then be put into Doom 64 later.

>>9201495
I like TNT a lot, and it's still cool on Playstation, but they replaced its cool original soundtrack with the one they already did for the first Playstation port, which is a shame because the music is arguably the best part.

>>9202016
>>9202020
It was basically a quick simplification to free up a little bit more memory, they probably figured it wasn't a big deal since the original game isn't all that vertical, but they never updated it for Doom 2, in spite of that game using much more vertical space. Probably because levels were more demanding though.

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