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/vr/ - Retro Games


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6246834 No.6246834 [Reply] [Original]

>> No.6246890

The PSX port has this song (at 30 seconds): https://www.youtube.com/watch?v=vNpho45LnhE

>> No.6246897

32x is Doomguy eating a burrito.

>> No.6247171

All I know is 32x had the fart trumpet soundtrack.

>> No.6247203

>>6246834
Doom 64 isn't a port. Final Doom is also not a port unless you mean the PS1 version specifically. I also don't know why the fuck Doom II is even in that pic.

>> No.6247208

Who publish Doom for PS1 Willians or ID?

>> No.6247217

>>6246834
https://www.youtube.com/watch?v=784MUbDoLjQ

>> No.6247505

>>6247217
>see guy 23 seconds in
>video gets turned off

>> No.6247613

>>6247203
Isn't it Doom ported to the Apple II?

>> No.6247634

>>6246834
I had Doom for the GBA. The blood was green, and the final level was the Fortress of Mystery.

>> No.6247679

http://www.classicdoom.com/doomcomp.htm#04

>> No.6247694

>>6246834
Jaguar Doom is quiet but good for the system.
Snes Doom and 32X Doom are both lacking but playable
Final Doom on PSX is good like regular Doom PSX but its strange. its a mix of 30 maps from the expansions and is rather anticlimactic (like 5 plutonia maps
Doom 64 is the most solid of the classic games

>>6247505
to think humans made this video and not hyper intelligent ants

>> No.6247695

also on the topic of Final Doom, has anyone seen the commercial? https://www.youtube.com/watch?v=qDuBhogeMB4 I swear to god it sounds like a young Tom Kenny

>> No.6247780

>>6247505
how intelligent of you

>> No.6247793

>>6246834
Doom 64 is an entirely new, different game, not a port.

>> No.6247812

In general they're carry-overs of the PC version with parts missing due to technical limitations.
Doom64: not a port
Jaguar: missing in-game BGM, you can use the dialpad to select weapons
DoomII: lulz
Final Doom PSX: an amalgamation of both episodes into a single levelset, similar to Doom PSX (which was Doom and Doom II)
SNES Doom: missing floor and ceiling textures, enemy graphics only have one angle (and that's facing Doomguy). You can select episode 3 on UV only.
32X: missing most of episode 3 and features farty music

>> No.6248472

>>6247505
You don't have to like his look, I don't, but he explains most of the differences.

>>6247793
Well, mostly new game, the graphics, sound, music, and levels are all new compared to the original, but a lot of the core gameplay is still there.
Lacks some of the new monsters from Doom 2, but has a new weapon and an all new final boss.

>>6247812
>Final Doom PSX: an amalgamation of both episodes into a single levelset, similar to Doom PSX (which was Doom and Doom II)
Sort of, it's a mix of TNT : Evilution, The Plutonia Experiment, and then there's a bunch of maps from The Master Levels squeezed inbetween.

It's sort of disappointing because most of the Master Levels suck, and they barely use any of Plutonia, but I think a lot of Plutonia would have been way too much for the PSX to handle, and couldn't be done justice without the Arch-Vile, so it is what it is.

>> No.6248738

dos doom best doom

>> No.6248807

>>6248738
Better than all of the console ports, basically. Doom 64 is its own game so it's not comparable in the same way a port is.

>> No.6248834

>>6247694
>Doom 64 is the most solid of the classic games
^^^^
You're doing yourselves a disservice if you don't play it. There's a remake by Nightdive coming out or just get Doom64 EX which is what the remake is based on.

>> No.6249205

PS1 doom came with a floppy disk?

>> No.6249224

>>6247505
Good thing you told everyone

>> No.6249264

N64 is a new game engine using polygons with levels designed to look like doom, still a good game

Ps - framerate is a bit unstable, it was a launch game, uses polygons with coloured lighting

Jag and 32x - they use cut down textures but are raycasters like the pc, good for the time

snes - different game engine that just looks like doom

doom was also ported to n64 using homebrew

there was also mac doom, you can run it at a higher resolution that drasticly reduces the frame rate

3d0 - bad framerate but good graphics

I like boom, you can still run it in dos and it works with some new mods

>> No.6249275

>>6249264
Good summaries.
With the PS1 as well though the soundtrack is totally different (made by the same guy who did Doom 64's - I'd say it's as good if not a little better than the original, infinitely less iconic though) and if I recall, the maps are far sparser as well.

>> No.6249581

>>6246834
Different operators in the Doom Universe operating in different dimensions bonded by demonic invasion spawned by the UAC, similarly to different versions of Ronda Rousey or Brock Lesner across WWE, TNA, UFC, and every other major mma league.

>> No.6249746

>>6246834
>Final doom on PSone
how the hell is plutonia even remotely possible to beat using the ps controller? Also has a ton monsters on screen at once, Doom 2 slowed down psone and that wasn't even half of plutonia.

>> No.6249764

>>6247679
This should've been the first post desu.

>> No.6249809

>>6249746
I'm pretty sure there's less than 5 levels from Plutonia in it

>> No.6249831
File: 35 KB, 425x375, playstation mouse.jpg [View same] [iqdb] [saucenao] [google]
6249831

>>6249746
The Playstation release of Final Doom is a mix of TNT, Plutonia, and Master Levels, starting out with TNT, then a bunch of Master Levels, and then the opening five maps of Plutonia as the finale.

The Playstation couldn't handle something like Plutonia, not the way they were doing it anyway, and it wouldn't be the same without the Arch-Vile. Could you imagine Hunted, but with just Revenants instead?
It did support the Playstation Mouse, however.

>> No.6249852

>>6249831
Still a deservedly cult classic release due to the new SFX they used. I use those every once and a while in doom wads now with sound caulking, it's a ton of fun.

>> No.6249873

>>6249852
I do like some of the sounds a lot, like the zombie ones. The plasma is also a bit easier on the ears (though I don't dislike the classic sound that much, desu).

>> No.6250026

>>6247613
>Doom ported to the Apple II

is that actually a thing what the fuck lol

>> No.6250327

>>6246890
Good god, what hideous non-music.

>> No.6250334

>>6250026
Whenever you hear about a Doom 'port' to a machine that couldn't possibly run it, it's just a mockup or entirely new game barely resembling Doom. It's probably a thing, but like Atari 2600 Doom, there's no actual Doom in it.

>> No.6250343

>>6247171
underrated post

>> No.6251275

>>6247613
>>6250026
The Apple II, none of its versions, would have a snowball's chance in hell to actually run Doom, or a game similar to it.

>>6250334
That kind of even goes for the SNES version, that wasn't even the Doom engine, you couldn't make something like that run on that kind of machine, some guy wrote an all new custom engine for the SNES and then put Doom assets in it to make as good of a facsimile as possible on the hardware, and it only worked thanks to the help of that SuperFX chip.

iD Software didn't even know it was happening, they got a sudden surprise offer and showcase by the lead dev of the 'port', and they were all "Oh, that's clever, let's give you a license and then have it published!"

>> No.6251286

>>6248472
Doom 64 is completely new game dude, most fans call it the real doom 3

>> No.6251296

>>6251286
Most weapon and monster behavior is still the same. It's a new game, but it mostly plays the same.

>> No.6251304

>>6251296
I’d argue it focuses more on traversal than doom 1 and 2

>> No.6251824
File: 90 KB, 1120x832, NeXTDoom.png [View same] [iqdb] [saucenao] [google]
6251824

All versions not running on OpenStep are ports.

>> No.6251846

>>6250327
It's an exclusive remix of one of the very first hardcore/speedcore tracks ever made. Like it or not, it is interesting they included an exclusive remix by an artist called DJ SKINHEAD in a commercial game. Just by association alone it wouldn't happen in 2020. https://www.youtube.com/watch?v=6w2ABeV8lRQ @ 0:34

>> No.6251909

>>6247171
https://www.youtube.com/watch?v=qG2HwH1JkAI

>> No.6251921

>>6246834
I grew up with the PS1 port and it was a nigthmare. I remember the game being dark and pixelated as fuck, it was really hard to see on my TV

>> No.6251950

>>6251909
Always makes me smile.

>> No.6251960

>>6246890
savage

>> No.6252946

Missing sega saturn Ultimate Doom version
>tldr: downgraded psx port
>slower gameplay
>dark ambient music
>shit lighting
>I remember that the last level was different from the other ports/versions but I could be wrong

>> No.6252963
File: 7 KB, 64x64, hwnbr9l67s941_MadeMeSmile.png [View same] [iqdb] [saucenao] [google]
6252963

>>6251950

>> No.6253000

>>6249264
Plus the Jag port was done by Carmack himself, with 2 exclusive levels.
But both of them were pushed over to the PS1 port which used the Jag as a base so if you do only play 1 port of Doom, overall I'd make it the PS1 because it's the one which most feels almost like a remake.

>> No.6254621

>>6246890
Holy fuck is that speedcore pre-2000?

>> No.6254739

>>6249264
doom is not a raycaster

>> No.6255050

>>6246834
SNES Doom is, as far as I know, the only port before the Xbox 360 version that contained the full campaign from the PC version.

>> No.6255207

>>6255050
They cut a few levels for the SNES i.e. Central Processing.

>> No.6255213

>>6247679
>a text based comparison
dude we're not in 1996 anymore

>> No.6255326

>>6251846
Misinformed. Club Doom's theme was composed by Technoman, a friend of Aubrey Hodges, not DJ Skinhead.

>> No.6255381

>>6255213
Zoom zoom, go watch a 40 minute youtube video then

>> No.6255426

So it turns out the rerelease of Doom 64 is going to feature a new episode. Do you guys think it will be good?

>> No.6255479

>>6255426
Also they said it was Doom 64 EX with just a few fixes i.e. all the enemy sprites now sit plush on the ground rather than going through it by a few pixels.
It's one of my favourite overall games though so I'll buy it regardless.

>> No.6255482

>>6246834
The main difference is that the PSX and N64 ports/games have the best music.

>> No.6255549

I know he's a youtube shitter but this really goes in-depth for all of them:
https://www.youtube.com/watch?v=9lERDl_czTM
https://www.youtube.com/watch?v=XsKLvzNT7E0

My favorite story is 3DO Doom.
>it was developed by a total retard that thought all he had to do was run the source through a different compiler and burn it onto a disc with JPEGs of the new art assets
>some tranny saved the project in three months by living out of his office and eating burgers he stored in his desk
>the music slaps because despite being a shitty businessman that doesn't understand computers, the 3DO Doom guy had a metal band that redid the music themselves

>> No.6255553

>>6255549
>tortures a tranny for three months
>rewrites the soundtrack with his band
Is he, dare I say it, based?

>> No.6255615

>>6255549
>>6255553
Wasn't Heinneman still a dude at the time?

Besides, the best story is Saturn Doom
>GT Interactive manages to get Doom ruuning on Sat at 60 fps with some texture warping
>Carmack is so autistic about warping he demands GT remove it even if it causes the game to run like it's been hit in the balls
>admits 15 years later he might've been wrong

>> No.6255704

>>6255615
I literally didn't know she was a real tranny until I had posted that, I assumed she was just an ugly woman and was shitposting.

>> No.6255726

>>6255704
>I assumed she was just an ugly woman
ha yeah I didn't know until this thread, either.

>> No.6255735
File: 286 KB, 400x400, Wbkzdktn_400x400.png [View same] [iqdb] [saucenao] [google]
6255735

>>6255704
>>6255726
>ugly
>literally could not tell she's a tranny until you looked it up
Pick one.

>> No.6255738

>>6255615
Do we know it actually ran at 60fps?

Also are there any ports of doom released with texture warping at all? Would have been quite a visual downgrade.

>> No.6255816

>>6255426
It's a must play for me, but if they were real heroes they'd finish the multiplayer

>> No.6255850
File: 2.93 MB, 960x540, da.webm [View same] [iqdb] [saucenao] [google]
6255850

>>6255738
>Also are there any ports of doom released with texture warping at all?
Of the official ports, no. And even the shittest ports should get some praise for that, but someone did make a short demo of Doom in Unity with the aim of showing what it'd look like with affine.

>> No.6255876

>>6255704
Rebecca Heineman is none other than Burger Bill, if that moniker rings a bell for you.

>>6255850
I could see Carmack's objections, desu, even if he made the wrong call.

At the time, Carmack was trying to make Quake render properly, all software 3D, no hardware acceleration, part of the game's messy development can probably be attributed to him tearing his hair out trying to get it to work, so I wonder if that, along with other frustrations at the time (the increasing divide with Romero), clouded his judgment, that he felt he was too proud to allow Doom to be released with ugly warping like that.
That it then came at the big expense of overall performance (when one of Doom's goals was fast and smooth gameplay), is pretty embarrassing, which I think Carmack acknowledges, he's not one to usually admit fault with professional matters like these.

>> No.6255893 [DELETED] 

>>6255876
I'm afraid it doesn't. Is it actually an interesting story or just more cringy stories dredged up to dunk on a trans?

>> No.6255898

>>6255876
I'm afraid it doesn't. Is it actually an interesting story or just more cringe dredged up to dunk on a trans?

>> No.6255937

>>6255893
Burger Bill used to be a pretty famous name in PC game dev circles (as famous as one got in that context and time period), I think he worked at Sierra and what not, had a lot of ports contracted to them.

He was actually hired to do the port of Wolfenstein 3D to the SNES, and he probably would have done that, except he had landed himself in a contract trap with the company Imagineer, meaning any work he did was owned by them, thus any work he did on that port would have been owned by them. As that was revealed, iD Software fired him from that, and they had to drop everything they were doing in the middle of Doom's development so that they could hammer out the Wolfenstein port by themselves. Interestingly, this would result in the SNES port of Wolf3D to be the first commercial videogame to make use of Binary Space Partitioning, the technology that Doom so famously used for optimization.
I'm guessing Carmack either figured the SNES couldn't handle a game like that without some radical optimization scheme like that, in spite of the SuperFX chip (which would later be proven wrong), or that he just decided to work it in as an experiment.

Anyway, they have a lot of history with game development, going back to the 80s.

>> No.6256019

>>6255937
Oh, I see. That's super interesting. I thought it was going to be about >>6255549
>and eating burgers he stored in his desk
Presumably that's where her nickname came from but I'm glad you had something actually related to share anyway.

>> No.6256029

>>6255738
>>6255876
Carmack's objections were fucking retarded. REEEEEE TEXTURE WARPING REEEEE holds no argument as Doom was already looking dated by 1997. Even without hindsight he should've known that getting Doom to run smoothly on a Frankensteined console like the Saturn was going to require some type of sacrifice.

>> No.6256150

>>6256019
It's a fuckup, but it happens, Carmack didn't hold any bad feelings about it as he sent Bill the Jaguar source code when he got in bind with the 3DO port.
I've heard some people say that circumstances of the 3DO port aren't 100% as Bill/Rebecca recounts them, but to my knowledge it's the only account someone has told of that development.

>> No.6256154

>>6251275
The guy whose name I forgot and am to lazy to look up but seem to remember putting his wife's name in the game rom somewhere, should be commended. How the heck do you reprogram an entire x86 game into mips with plenty of 65816 and quirky snes hardware registers after doom is released but before 1995? The only thing that drops jelly is like usual Nintendo, if the game was allowed to be half a megabyte larger it probably could have included monsters facing different directions, actual game ai, more levels, cheat codes, etc. But they went with a 2mb cartridge. Maybe they needed more time but it feels like it could have been even better if it was given another 6 months and a larger game size to work with.

>> No.6256156

>>6251286
It is the real Doom 3.
:D

>> No.6256157

>>6256150
No, I just meant that I was sure that since the thread seemed to be derailed towards trans, that we'd all spend the rest of it dunking on her and telling gross stories like what happens in the ROM hacking threads.

It's weird, though. I had the 32X version and loved it. Even though I also played the PC version, I never really noticed any difference, I just thought the PC version was harder.

>> No.6256164

>>6255213
Oh really? Then why are you here? -Bane

>> No.6256182

>>6256154
A lot of console games of the 90s could have been more if they had just a bit more cartridge space. The N64 port of Resident Evil 2 went the distance with a high capacity cartridge, and it's what allowed it to be as good as it was, but it also made the game more expensive. Basically, cost was a constant concern with cartridge media, hence why disc media kept looking more and more appealing.

Randy Linden, I think was the guy who put together the SNES port.

>>6256157
I'd rather be talking about the actual games and the developments themselves for sure, the cultural war is tiring.

The 32X port was put together by iD Software, Carmack himself worked on that one, and in spite of its flaws, it's not a shabby port, very good performance and controls, if they hadn't rushed to have it out to market someone could probably have properly arranged the music for the console, rather than just dumping them as is and letting the console display its flatulence.
I wonder if that was another port which could have benefited from more cartridge space. I have this funny idea in my head of a 32X+CD version, which has all the content and recorded music, and is a mostly complete port, but I'm also fully aware that it wouldn't be viable in the market.

>> No.6256239

>>6256157
>thread seemed to be derailed towards trans, that we'd all spend the rest of it dunking on her and telling gross stories
Please kill yourself.
>>6256156
>:D
You too.

>> No.6256343

CrY COLOR MODE AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

>> No.6256608

>>6256182
Oh yeah, Randy Linden that was it. I wonder what he's up to these days.

Resident Evil 64 was the epitome of data compression, I'm still wondering how they did it to this day. What's really curious to me is how the Snes was originally spec'd much higher, yet after its cutbacks it was allowed 8MB of native rom access instead 16 like the processor should have provided. This was back in 1990... Then the first few games on the N64 like SMW64 and MKT were released with 8MB roms. Roms in that range of memory were very expensive, but I can't help but feel that 2MB around 94/95 was a bit underpowered. I think Snes Doom has room for improvement if anyone ever reprogrammed it and doubled its rom size.

>> No.6256620

>>6255735
From this picture it's very clear, but how do those two things correlate? There's plenty of ugly bitches

>> No.6256636

>>6256029
Well the 32x version ran better than the saturn version, so he probably figured it could be done at least as well, if not a little better, even software rendered.

>> No.6257035 [DELETED] 

>>6256608
https://www.gamasutra.com/view/feature/131556/postmortem_angel_studios_.php

>> No.6257051

>>6256608
http://web.archive.org/web/20081221173557/http://www.gamasutra.com/features/20001004/meynink_01.htm

>> No.6257613

>>6246834
That most console ports suck ass