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/vr/ - Retro Games

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>> No.10816219 [View]
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
10816219

>>10816174
Nice and comfy Dooma mumblecore, thank you.

>> No.10275968 [View]
File: 313 KB, 1920x1299, 1682966426055884.jpg [View same] [iqdb] [saucenao] [google]
10275968

>>10275582
Barrels O' Fun is kinda fun.
The Chasm is nauseatingly annoying.
I think his worst ones are some of the city levels that feel like they're dragging on for ages. That block of boring, long city levels in around that first third of Doom 2 caused me to put off the game for very long.

It's really Plutonia and Plutonia-likes with their compact size, nice feel of place and challenging yet not unfair encounter designs are what made me love Doom again.

>> No.10213612 [View]
File: 313 KB, 1920x1299, 1682966426055884.jpg [View same] [iqdb] [saucenao] [google]
10213612

>>10206547
I liked Quake back in the day (played the full version in mid-00s) decently, but thought (like many seem to) that the weapons are underpowered compared to Doom and that it just lacks that same charm for a lack of better description. Nowadays though, I understand that the weapons feeling less powerful is due to the lack of feedback compared to the really really satisfying doom death sprites for monsters.

I gave the remaster a whirl and playing it with rules of not saving mid-level (unless the level is balls hard) on Hard felt really really satisfying and I gained a new appreciation of it, especially Scourge of Armagon which combined the scifi tech aspects with fleshy horror but retained core Quake gameplay. Except that one bit with the rock tumbler, that was bad.

>Quake 1 feels more artistically cohesive
Not invalidating how you felt about it personally but after reading Masters of Doom this is funny because Quake 1 development was really directionless due to internal issues at Id and they had to haphazardly scrap the melee combat system and just went "fuck it, let's put guns and rocket launchers in it" to get something released.

But yeah, right now I'm at "Quake is great and I wish I learned to appreciate it sooner but Doom is still my special game" .

>> No.10077313 [View]
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
10077313

>>10077301
Alright, thanks for the information. I'll see at some point if I feel inspired to pick it up for more history, specifically the "Romero at Ion Storm" era.

>> No.10030036 [View]
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
10030036

Recommends on good 8-10 map wads with mostly techbase environments?
Bonus if the areas feel lived-in-ish and are reasonable to no-save or pistol start ?

>> No.9991110 [View]
File: 313 KB, 1920x1299, 1682966426055884.jpg [View same] [iqdb] [saucenao] [google]
9991110

>>9990118
Good shout, I downloaded both the wad and Final Doomer and it seems really good. Sadly I don't have your filters but still, I got inspired and it seems very nice to play. Your filters are noticeable, but subtle. There's just enough blurring to make it feel have that distinct feel but it doesn't go completely overboard.

I had a bit of an epiphany when testing it out though : I realized that it feels a lot less like the Doom Id Software made and more like a throwback kinda shooter. Which kind of produces a gut feeling that a lot of the throwback shooters' idea of what Doom is, is based less on the original games as it were and more on the things built on top of them. Not saying it's either a positive or negative, but something that came to mind.

But the wad seems pretty neat from the little I was able to sample it.

>> No.9967090 [View]
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
9967090

>>9967052
I didn't shill them because they're /vr/, I shilled them because they were wads I genuinely enjoyed a lot playing and they were the exact kind of custom content that really drew me back to Doom after a long pause.

My idea of custom Doom wads (and I know this is ignorant because I haven't properly looked at the mod scene in years) had been that a lot of them overdo things, are turbobloated with hundreds of monsters, emphasis on slaughter etc (nothing wrong with slaughter but that's not what I personally go for) or TCs that while fun, aren't maybe someone wants to jump to immediately (again, acknowledging that this is my personal perspective.

>> No.9876868 [View]
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
9876868

>>9876465
>>9876480
>>9876486

Alright, thanks for the info guys. Looking forward to setting up all of that. It's not primarily a gaming PC but I do want to have my retro shooters with me on every pc I own.

>> No.9869058 [View]
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
9869058

>>9868967
>>9868972

Heyy-o, thanks for being helpful and nice! I appreciate it. I think CRT shaders make the experience feel very sovlful and I would definitely like to get the game looking as nice as his did!

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