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>> No.9742335 [View]
File: 49 KB, 360x419, tntface.gif [View same] [iqdb] [saucenao] [google]
9742335

>>9741338
Take a listen to it recreated on a YM2612 synth, recorded from an actual Sega Genesis
https://youtu.be/MTBi5mBhw7k?t=36

>> No.8694259 [View]
File: 50 KB, 360x419, tntface.gif [View same] [iqdb] [saucenao] [google]
8694259

>>8693435
Beautiful.

>>8693453
>>8693482
TNT is a pretty mixed bag of content, being a very early Usenet community project, one of the very first full Doom 2 megawads, in fact, and it shows. Some authors were better than others, and there was some contention over the direction of TNT, so the end result is a set of level that varies a lot, particularly in quality, (but surprisingly, manages to actually come to some sort of style and aesthetic, even though there was no concerted effort to create one).
Some authors made it a point to show off tricks they figured out or learned about the engine, that they wanted their maps to be 'cutting edge', so that's why you have a midtexture door and fake deep water in MAP02, a secret requiring an Arch-Vile Jump in MAP11, a puzzle in MAP30 where the wrong step made you telefrag your VooDoo Doll, and a huge 'sky door' in MAP32, among a bunch of other stuff. You could really brag as a mapper about that kinda shit back then.

In the end, what you have are a couple of shitty maps, a couple few forgettable ones, a bunch which are actually pretty good, along with a few which are actually quite excellent, and all of them set to a really sweet soundtrack. By 1994/1995 standards, it's a pretty damn good megawad.
I think the best description I've seen is that Plutonia is primarily very combat oriented, thus most of its maps are pretty short and intense, while Evilution is much more about the adventure, so size and length varies a lot, with some levels being very large and lengthy (some people like this, some people don't).

>> No.8378113 [View]
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8378113

So I was looking around for this and finally found it:
https://www.doomworld.com/forum/topic/115687-scc1t2sf2-has-out-of-tune-pianos-gmsf2-has-bad-volume-levels-fixes-for-both/

It's a soundfont which emulates the way that Final Doom would sound on Windows 95 or Windows 98 computer at the time, only it has a couple of fixes. If you've ever listened to TNT Evilution's music with any of the SC-55 imitation soundfonts, you may notice that some of the tracks sound not entirely right, and I think that though Doom and Doom 2's music was composed around SC-55, TNT's might not have been.
If you've ever listened to TNT's through the Microsoft GS Wavetable Synth, it's like, fine, but I think this soundfont here, which emulates the Roland SCC-1, sounds a lot nicer. Doom and Doom 2's music doesn't sound bad in it either.

https://youtu.be/X5a8rjWD1D4

>> No.6605745 [View]
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6605745

>>6605732
>Plutonia mainly just preferred using Chaingunners over the other two zombie hitscanners.
This is mainly because the design philosophy of Plutonia was "If this level isn't giving me a hard time on Ultra-Violence, I need to make it harder."

>When you combine all the zombie hitscanner totals together, its overall not much different in numbers to Doom 2 itself.
True. What Plutonia does isn't so much swamp the player with monsters, it's just made in a very calculating way to use the monsters against the players in the most challenging way.

I think also with TNT, they probably simply thought that the shotgun baldies and chaingunners were just really cool and wanted to put a lot of them everywhere.

>> No.5141168 [View]
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5141168

>>5141125
>Prison
Actually not that bad. But also not one of the standout maps either.

>Metal
That isn't very strong, admittedly.

>Admin Center
I actually really like this level for its music and the large scale exploring, the progression to get to the outdoor areas is a bit awkward, but cool in concept.
The boxed in design with all the rooms crammed into the narrow between spaces I think is pretty neat, going a bit in the Tom Hall direction of level design philosophy, but featuring far more surreal and strange environments than Tom did for Doom's alpha.
It IS quite long winding, though, and the outdoor area is a bit plain.

>Fuckin' Habitat
>Baron's Den
Those are genuinely quite bad, Habitat especially, no denying, no arguing.
FWIW, the guy who did Habitat did make another level for Icarus, and it's a lot better.

>Mt. Pain
Far from the strongest, but I figure if you cut out things such as "DISASTER AREA" (I'll say!), retool and retexture a few sections, and maybe saved the rockin'-ass music for the final level (also cutting that from Metal), instead going for more of a tension theme here instead, it could be a stronger level.
The poison floor maze is a really shitty idea, but I don't think it defines the entire level.

>the missing yellow key in Pharaoh
Yes, it's an error, God, patch the fucking .wad, they literally admitted the mistake and released a fix for it, the PS3 and 360 ports even have it fixed already.
And if you can't be arsed to do that, then just suck it up and do the speedrunner trick.

>> No.1966054 [View]
File: 50 KB, 360x419, GgVwZ.gif [View same] [iqdb] [saucenao] [google]
1966054

>>1966051
TNT has way more interesting maps than Doom 2 in my own opinion.

>> No.1820162 [View]
File: 50 KB, 360x419, GgVwZ.gif [View same] [iqdb] [saucenao] [google]
1820162

>play AtM
>run into Conflagrated Souls (Lost Soul replacement)
>except they aren't as weak or simple minded as Lost Souls
>they are actually incredibly aggressive and do tons of damage, and will immediately do another attack after either hitting you with the first attack, or missing
>it even has a ranged attack
>one lone ConFlag Soul can easily eat up 75% of your health if it sneaks up on you
WHY
LOST SOULS ARE SUPPOSED TO BE LOWLY MOOKS, THESE GUY'S ARE ASSHOLES!

I love AtM but what the fuck man?

>> No.1727060 [View]
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1727060

>>1726868
Well, to be fair, the guy across the map plinking at you is a zombie, or undead, or mutated, or whatever, and he appears to be shooting from the hip, at a great distance, usually with reckless abandon and with little to no effort put into trying to control the weapon, his chances of hitting you from that kind of distance is kind of fuck-all really.

(I liked how the books explained this, that zombies never blink, so their eyes dry out and they can't really see properly anymore)

Now, if we were to have a guy who's more aware of his surroundings, who still has some of his old mind left in his head, and isn't stiff and clumsy, say, he's just possessed by a demonic spirit, but mainly keeps his faculties in a relatively working order, I could see that totally be a much better threat.

He remembers how to aim from the shoulder, he instinctively fires in short bursts and tries to keep his weapon under control, he has in the back of his head how to use cover, he still has his blink reflex, so he can still see, he can orient by sound much better. He's not all there, but he's about as much of a fucker to fight as when he was alive, except he doesn't really fear anymore, his mind consumed with rage, voices in his head telling him what to do, strange visions flashing before his eyes, a hunger for human flesh, doesn't much remember who he is as a person, the people he used to know, the things he did, all he knows now is KILL.

A Possessed Soldier, if you will, a step up above the Former Humans, and the Imps, a threat that can't wait, something you need to resolve as soon as possible.

Kind of like the Doom 3 Z-Sec's, except much more dangerous.

>> No.1714495 [View]
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1714495

>>1712656
Yeah, kid plays a mean guitar.

This is my favorite:

https://www.youtube.com/watch?v=LhYu7a68XGw

>> No.1701676 [View]
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1701676

>>1701625
Heavy Troopers - Oil Refinery

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