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>> No.8137105 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
8137105

>>8136918
If playing TNT, I consider these must-plays:
>Map 02, Human BBQ
>Map 04, Wormhole
>Map 06, Open Season
>Map 09, Stronghold
>Map 11, Storage Facility
>Map 15, Dead Zone (probably the best map)
>Map 16, Deepest Reaches (has odd progression, but it's also one of the most visually striking maps)
>Map 18, Mill (big, but mostly straighttorward)
>Map 23, Lunar Mining Project (quick but good)
>Map 28, Heck

These I think are either mostly decent, or flawed but not irredeemable, but you could skip them. I'll list the really long winding levels which can drag here too:
>Map 01, System Control
>Map 05, Hanger
>Map 07, Prison
>Map 12, Crater
>Map 13, Nukage Processing
>Map 14, Steel Works
>Map 19, Shipping/Respawning
>Map 20, Central Processing
>Map 21, Administration Center (I like this level a lot, but it's enormous and long winding, with weird progression, a lot of people don't like it and I understand very well why)
>Map 26, Ballistyx
>Map 27, Mount Pain (the 'Disaster Area' is really pretty awful)
>Map 29, River Styx
>Map 30, Last Call (until the boss)
>Map 31, Pharaoh (make sure your .wad is patched)
>Map 32, Caribbean

These I think are plain forgettable and nothing special, you could remove these and the game would improve:
>Map 03, Power Control
>Map 10, Redemption
>Map 17, Processing Area
>Map 24, Quarry

These I think are outright bad, and playing them pisses me off:
>Map 08, Metal
>Map 22, Habitat
>Map 25, Baron's Den

Plutonia is generally regarded as the better half, made by two brothers on the same mental wavelength, the levels are all short and designed to be balls hard. If you don't feel yourself a pro Doom player, consider playing Plutonia on Hurt Me Plenty first, it's a lot less rude. I think Plutonia has very good levels.

>> No.6260032 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
6260032

>Deepest Reaches:
Decent, some parts are good, others are a little meh. I like the exploration.

>Processing Area:
It's ok. Feels kind of like filler.

>Mill:
Pretty long winding, but works as an extended exploratory crawl. I like the big fight at the end.

>Shipping/Respawning:
Pretty good for the most part, if you use Berserk to push the truck you can find Mew.

>Central Processing:
Initially pretty good, but starts drawing itself out a lot, I like the exploration, but huge parts of
the map is totally slapdash in design, and felt like Drake O'Brien was constantly pushed into extending the map but that he maybe didn't want to, and each addition was increasingly out of place because he increasingly stopped giving a fuck.

>Administration Center:
Huge. I like the giant scope of the level, but it's also incredibly long and drawn out, I can see why a lot of people don't like it, some of the progression is pretty muddy. The part where you figure out the teleporter to end field of the map is pretty unclear, but also kind of cool.

>Habitat:
Atrocious, completely slapdash in every sense, you start thinking "This part should have been removed." but then you realize you'll think that about every section of this level.

>Lunar Mining Project:
Quite good, but somewhat abrupt and short, if it's any map that should have continued for longer it would be this one.

>Quarry:
Feels like filler, you wouldn't notice it if it was gone.

>Baron's Den:
Pretty fucking bad, long winding, boring to look at, and has some fucking stupid and unclear progression.

>Ballistyx:
Not too bad in some senses, but it goes on for a long time, and looks a bit much like Baron's Den in places. I guess it's basically Baron's Den if Baron's Den didn't suck.

>Mount Pain:
FUCKING enormous. The level could be vastly improved by deleting the long winding spiral trek through the poison floor. Disaster Area? I'll fucking say, that part is a level designer crime.

>> No.4578642 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
4578642

>>4578526
I think TNT was pretty fun, not perfect, but better than Doom 2, more interesting maps, more challenge, the music really helps setting an atmosphere.
I like the better attention to detail in general.

The last third is kind of weak, but other than that it's not bad IMO.

>> No.3698474 [View]
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google]
3698474

>>3698318
TNT has excellent music, it's why I like it's atmosphere so much.

>> No.3597363 [View]
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google]
3597363

>>3597342
Death's Bells is the fucking SHIT.

https://www.youtube.com/watch?v=0Be7ZoJjPoI

I also love AimShootKill and Lets Kill At Will

https://www.youtube.com/watch?v=cobTfz-1VBI
https://www.youtube.com/watch?v=haqet7XKAos

TNT had really groovy music in general.
My favorite remix/cover: https://www.youtube.com/watch?v=LhYu7a68XGw

>> No.3527384 [View]
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google]
3527384

>>3527360
I remember I played a demo for TNT 2 a long time ago, and I thought it was The Shit.

Is it finished yet? Are there any other nice TNT style megawads?

>> No.3508157 [View]
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google]
3508157

>>3508151
The atmosphere is tops though.

>> No.3066464 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
3066464

>>3066418
Map 11 is my favorite in TNT, cool theme and intense fighting in a dark warehouse.

It's one of the maps in the set that really portrays the feel and atmosphere in the best way, at least in my opinion.

>> No.2795220 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
2795220

>>2793917
How hard is it to homebrew for the 32X?

Could I convert edited TNT evilution maps to a format the 32X port would easily understand, or would I be better off making a brand new port from the ground up?

Know almost nothing of developing or programming beyond some tinkering with ZDoom btw.

Would it be better if I just made a Boom style mapset with the tnt.wad as the iwad and just make my own levels and possibly reaching a wider audience?

>> No.2561897 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
2561897

>>2561832
Tough question.

I like most of Episode 1, and Episode 2 (which is my favorite of the first game), particularly E2M2 and E2M7.

For Doom 2, I like most of the stuff until about Map 10 or 11, 12 is a noticeable drop in quality and fun, and while it doesn't just go down hill from there, the fun of the game never quite recovers to previous levels after that. Many of the later levels are simply not very fun, when I enter Map 12, it feels like an immediate chore and I get the urge to quit the game.

I always like the feel and atmosphere of TNT, but not all maps are perfect. Map 11 is a favorite here, as is Map 04 and Map 06, to an extent. I liked the ones that felt vaguely like actual locations, like offices, factories, etc. The music in TNT Evilution is among my favorites and it does a superb job of setting the tone of the mapset.

As for Plutonia, I can't remember enough of it at the moment to say for sure, but there were parts I do remember liking, even if it always felt a bit too slaughtery to me (but such is always the flavor which is Plutonia). I liked Plutonia 2 a lot, partially because of the amazing music, and though it was typically too hard for me to play without "aiding myself" and outright cheating, I like it anyway.

>> No.2228368 [View]
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
2228368

>>2228354
>>2228293
Now, Final Doom, that's an interesting beast, basically, Id was tired of competing with cheap and chintzy (and very questionably legal) CD's full of shovelware .wads downloaded en masse from the internet being sold (outselling them for a while even), so they decided on publishing two sets of levels (they would later publish the Master Levels for the same reasons), they went to the fan mapping community, looked around at projects and people involved in them, and looked at Team TNT, who were making TNT: Evilution, one of the first megawads (complete 32 map replacement), Id struck a deal with Team TNT to publish their megawad as a standalone Doom game, under the name Final Doom, but they wanted another 32 levels, in a separate wad, and it was agreed upon that two of the members of Team TNT (the Casali brothers) would make 16 levels each for that separate .wad, which was Plutonia.

Evilution and Plutonia was then packaged commercially and sold as Final Doom (along with a now obsolotete Windows 95 front-end known as Doom95), advertised to be more challenging than any other mapset (particularly Plutonia), and it sure is, at the time it was hard as balls (and it still is). A lot of people like these mapsets (me included), some don't, but it's certainly worth giving them a look because of amazingly different they are from Doom 1 and Doom 2, both in gameplay and design. It's still the same core game, but the maps are really something else (and Evilution had the coolest soundtrack). Personally, I wouldn't judge you for save scumming if playing Plutonia.

After you're done with Doom 1 and Doom 2, I definitively suggest you give Final Doom a look.

>> No.2171497 [View]
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google]
2171497

>>2171463
Final Doom for the PSX I think is a pick from the 64 levels of TNT and Plutonia, plus some new ones, for a total of 21 levels (I think?).

You'll have the super shotgun and the new enemies and all that from Doom 2, but the levels are all different.

>> No.1704265 [View]
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google]
1704265

>>1704185
Tedious? Sure, sometimes, but all you really need to do is adapt to it's gameplay, and it becomes really fun.

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