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/vr/ - Retro Games


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6282384 No.6282384 [Reply] [Original]

How does it hold up against 1 and 2? Does the spooky atmosphere and OST of this and the PS1 port of Doom do much for you?

>> No.6282389

There's already a Doom 64 thread open. Post there.

>> No.6282413

>>6282384
I'll fight anyone who tries to tell me that the 64 Pinky sprite isn't better than the original.

>> No.6282473

>>6282384
Doom 64 is cool if you like edgy 90s comic book aesthetic.

The combat is Doom, so it's fun.

>> No.6282478

The only real problem is the lighting, and even that only affects certain levels.

>> No.6282491

>>6282384
It's a masterpiece. Doom/Doom II felt amateurish and unpolished. Doom 64 feels like a commercial product with a consistent art style, consistent tone. It's cohesive.

>> No.6282557
File: 23 KB, 500x468, tumblr_o10idmExuO1s95hkno1_500.jpg [View same] [iqdb] [saucenao] [google]
6282557

>>6282384

>> No.6282561

>>6282384
Love the atmosphere but hate the level design and how its so dark you can barely see anything. Would be nice if it had a flashlight mod.

>> No.6282564

Ok, which E-Celeb talked about this game? There's been too many threads about this shit recently

>> No.6282569

>>6282384
1. Doom
2. Doom 2
3. Doom 64

2 and 64 are close in terms of quality, but the first is leagues above both.

>> No.6282571

>>6282564
It just released this weekend as it’s legitimately fun, stop being such a paranoid sperg.

>> No.6282670
File: 259 KB, 1920x1080, 20200322194957.jpg [View same] [iqdb] [saucenao] [google]
6282670

Just finished the Lost Levels; they're really good. Only 7 new levels but they're all top notch.

>> No.6282676
File: 12 KB, 210x240, erica-hartmann-strike-witches 1481856094258.jpg [View same] [iqdb] [saucenao] [google]
6282676

>>6282571
>Doom 64 was released this weekend

>> No.6282681

>>6282676
He means the steam port with a new chapter.

>> No.6282682

>>6282676
RE Released.

>> No.6282683

>>6282681
>>6282682
Didn't know about this, thanks

>> No.6282684

>>6282569
How do you qualify Doom as better than Doom II?

>> No.6282712
File: 7 KB, 132x245, Annotation 2020-03-20 231433.png [View same] [iqdb] [saucenao] [google]
6282712

So has anyone taken a look into getting GZDoom or anything else to run the new DOOM 64 port?
I feel like it's crazy that after all these years we literally have a real official DOOM64.WAD and yet no one seems to give a shit

>> No.6282728

>>6282712
It's a shit Doom, anyway Doom 64 - Retribution is a better version than the official one. I honestly wish I hadn't bought it. Time for my first Steam refund I think.

>> No.6282732

>>6282728
I didn't ask for a shit opinion

>> No.6282734

>>6282728
>It's a shit Doom
Doom 64 is the second best Doom game.
>Doom 64 - Retribution is a better version than the official one
Why?

>> No.6282747

>>6282728
>Doom 64 - Retribution is a better version than the official one.
No it isn't. I mean, it's a decent mod and kudos to the guy that made it, but it's not as faithful as this version.

>> No.6282759

>>6282747
Fuck faithful, I just want to turn off the head bob and weapon bob. I don't see why faithful should earn it bonus points over a better experience. It's not like anyone's going to play the game at 320x240 resolution to be "faithful".

>> No.6282767

>>6282759
>I just want to turn off the head bob and weapon bob.
Why?

>> No.6282770

>>6282759
>I just want to turn off the head bob and weapon bob
You'd be able to if source ports could load the wad

>> No.6282775

>>6282767
It's just something I've always hated in games. The world doesn't bounce up and down like that when we walk or wobble a gun about. It's just one of those personal preferences I guess.
>>6282770
Fingers crossed

>> No.6282776

>>6282770
The entire point of this version of Doom 64 is that it's more accurate than any of the existing source ports, including Doom 64 EX.

>> No.6282778

>>6282775
Realistically if you were running like Doomguy firing at shit, your view would be bouncing around like crazy.

>> No.6282779

>>6282712
Exactly how I feel. I assume we’ll see the sourceports update to support DOOM64.WAD but I really don’t know. I’m an idiot about this kind of stuff.

>> No.6282781

>>6282776
The main point of this was to have an official version pump out on consoles. Gotta have that Switch money.

>> No.6282787

>>6282712
Doom 64's Doom engine fork is custom, and GZDoom lacks features necessary to run it. There's a reason stuff like Brutal Doom 64 is so shitty.

>> No.6282797

>>6282389
Did your janny application get rejected again?

>> No.6282815

>>6282384
I see it as more of an atmospheric spinoff. As I said in another thread, the missing enemies change the dynamic enough that it feels like a different experience. Two of the missing enemies (archie and revenant) are heavy "runner" types so without them it's a little bit more sedentary. This in addition to bodies not being resurrected by the archie.

>> No.6282970

>>6282384
horrible textures for the environments.
ennemies look goofy.
music are "beep boop bwiiing"
the pacing is way slower

but it's still a very good game.
Altho, people saying that it's better game than the originals only say so because it's the rare one, since let's be honest, nobody played Doom 64 back then, and everyone had Doom 1 & 2 on his PC.

>> No.6283020

As I understand it, the recent release is trying to get you to pay for what you can get for free, hassle-free.
Is this true?

>> No.6283028

>>6283020
It's literally a mod that they bought and redistributed. It still has passwords intact for freak sake.
I guess there's like 7 new levels but someone should rip them in no time flat.

>> No.6283035

>>6283020
Perhaps the same could be said of all retro re-releases.

>> No.6283058
File: 40 KB, 656x360, mrrobot_video.jpg [View same] [iqdb] [saucenao] [google]
6283058

>Doom 64 re-release
>Minimum requirements:
>8GB of RAM, GTX 660
Why does this keep fucking happening? I'm always excited to hear about native ports of 90s games to play on my slow AF laptop, but they're always requiring specs that were unthinkable at the time of their original release...just why?
The one that fucks me off the most is Shenmue 1&2, there is absolutely no graphical enhancements other than higher resolutions being possible and now it needs a decently powerful computer to play it.

It's far less taxing to just emulate the entire Dreamcast, how the fuck is that even possible? Do they purposely jack up the system requirements to make the game sound more impressive? Or do developers just care so little about PC ports they just let gaming PCs brute force though their shit optimisation?

>> No.6283065

Don't support Bethesda.

>> No.6283098

doom is the ultimate tryhard zoomer series

>> No.6283241

>>6282759
yeah bobbing has always gotta be turned off. it's a must

>> No.6283382

>>6283058
Shut the fuck up, retard.

When you see the system requirements like this, all it means is they never cared to test it on a weaker machine, so that's what it says. If you can run original Doom 64 EX, you can run this too.

>> No.6283391

>>6283382
>Shut the fuck up, retard.
>Just buy the game anyway, it will probably run on your system despite the listed requirements
I didn't think /vr/ got shills.

>> No.6283408

>>6283058
>do developers just care so little about PC ports they just let gaming PCs brute force though their shit optimisation?

Pretty sure that's it.

>> No.6283413

>>6283058
Hi poorfag

>> No.6283424

>>6283413
>The only reason you care about a game from the 90s now needing a modern graphics card is because you're poor
They must make a bundle off of you if you're that willing to whore out your wallet.
I actually do have a PC capable of running it, my point is that there is no reason why my slow but thin and light laptop shouldn't also be able to run it other than poor quality being facilitated by fags such as yourself who needs their expensive girlfriend alternative to be justified.

>> No.6283427

>>6283424
You must be stupid.

>> No.6283432

>>6283427
Well that was a clearly well thought comeback, I quiver in awe at your presumed intelligence.

>> No.6283508

>>6282775
>The world doesn't bounce up and down like that when we walk
It literally does. When you walk, your head is not staying the same height relative to the ground.

>>6283058
Buy it, try it, if it doesn't run, refund it. As >>628338 said, they just didn't test it on any weaker machines.

>> No.6283515

>>6283508
Won't risk it, strangely Valve wouldn't refund a game I bought recently despite playing for less than 5 minutes.

>> No.6283516

>>6283432
Several people said your computer is too weak to run it.

If you can't understand that, then fuck you dense nigger.

>> No.6283521

>>6283516
>Several people said your computer is too weak to run it.
Do you have any reading comprehension at all?

>> No.6283525

>>6282384
The recent port is one of the very best Doom experiences you can have. Really tight level designs, presumably due to the N64 hardware restricting the map sizes.

>> No.6283537

>>6283521
Retard. Buy a stronger gaming pc.

>> No.6283556

>>6283537
Imagine missing the point this badly and calling anyone a retard.

>> No.6283564
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6283564

Lets talk about good ports, I remember having a lot of fun with pic related as a kid, and it was my first exposure to Doom-like games. Specially liked the multiplayer mode.

>> No.6283568

>>6283556
He isn't missing the point. You are tranny.

>> No.6283915

>>6283568
Doom 64 shouldn't require a GTX 660, fair enough if it's just a spec listed simply because it happens to be the lowest spec it was tested on, but if you genuinely think a N64 game needing a GTX 660 or 8GBs of RAM is fine and unironically think it's just a case of "buy moar hardware" then this is shilling on a whole other level.

>> No.6284284

does anyone know at which framerate it runs and if it's posible to cap it?
I hate playing classic doom at 60fps, it just feels wrong.

>> No.6284296

>>6282384
It's a better Doom II than the actual sequel

>> No.6284337

>>6282676
Check it out folks an anime poster is retarded and has no concept of context clues. What a huge shock.

>> No.6284352

>>6282970
>nobody played Doom 64 back then
Damn it feels good to be a Nintenchad. Only place I played Doom was on the SNES and you better believe I rented Doom 64 from Blockbuster on multiple weekends.

>> No.6284369

>>6283564
I just couldn't get used to melee combat at all. My mind had been so rotted by Duke 64 and Doom 64 that the only class I could play was the faggy wizard.

>> No.6284373

>>6284296
And a much better Doom 3. Especially since Doom 3 is no longer canon but this game is.

>> No.6284464

>>6284284
Doom 64 was one of those few N64 games that ran at 60 fps.

>> No.6284489

>>6284464
https://www.youtube.com/watch?v=N2W2LzDZHQI
pretty sure that ain't 60fps.

>> No.6284493

>>6282569
>Doom better than Doom II
>No Super Shotgun
>Enemy roster is small as fuck
>Everything after Episode 1 is downhill

yeah no I'm not sure about that one bud

>> No.6284820

>>6282797
kek

>> No.6284858

>>6284489
Pretty sure it ran smoother than that. This video is more accurate.
https://www.youtube.com/watch?v=SEQvVSmYlHQ

>> No.6284862

>>6284493
>Everything after Episode 1 is downhill
fuck off, inferno and shores of hell are great, doom 2 city levels are a fucking pain in the ass

>> No.6284870

>>6284493
The only things lacking in Doom 1 are super shotgun and seamless levels. I'm not a fan of the episodes thing. But as a whole it was a better game than Doom 2.

>> No.6284874

What are the new foes in the switch game?

>> No.6284883

>>6284874
There are no new enemies. It's just new levels.

>> No.6284892

>>6284858
invalid proof.
that's either using a gameshark to remove the antialiasing/blur filter (which improves performance) or an emulator.
though still seems to run mostly at 30fps or around that.

>> No.6284898

>>6284858
as smooth as 30fps can run.
https://n64today.com/2017/10/31/doom-64-review/

>> No.6285353

I'm trying to play doom 64 ex but I need the 64 ROM to make a WAD file, any suggestions on which one to download?

>> No.6285460

I've repeatedly tried to play this game but it just feels off and weak compared to the previous Dooms.

There's just something about it that feels like playing it is a not fun. It came at a time everyone else had full polygonal graphics, and even to this day it feels oddly stilted and archaic. The level design is decent, but the graphic execution of the environments is all over the place, as if they tried to make fever Mario 64. At least Doom 3 tried something new, and was also playable.

Still the weakest Doom.

>> No.6285498
File: 49 KB, 1280x720, areyousureaboutthat.jpg [View same] [iqdb] [saucenao] [google]
6285498

>>6282759
>It's not like anyone's going to play the game at 320x240 resolution to be "faithful".

>> No.6285506

>>6285460
>graphic execution of the environments
Best part of the game, other than the soundtrack (that people also complain about, go figure)

>> No.6285507

>>6284493
Doom II's city levels are fucking dogshit bro

>> No.6285509

>Doom 64 EX has existed for almost a decade
>people act like the current re-release is the first time they are able to play it

>> No.6285521

>>6285509
the original release was on a shit platform and if you didn't knew about n64 you also didn't knew about retribution or EX, so it's no wonder many didn't even heard about it until now.

>> No.6285542

>>6283058
It runs fine on my wife’s 2013 MacBook and on my i5 2017 surface pro. Have you tried it at all? A lot of games have generic system requirements like that but run fine.

>> No.6285556

>>6285509
The current rerelease is the only official release with proper mouse support, 60fps and the option to disable the weird filtering and stuff. It plays a lot better and is the first time I’m playing it as a hardcore doom fan. I could never get over the N64 controller, low framerate, crushing darkness and weird blurry look.

>> No.6285559

>>6285556
>The current rerelease is the only official release with proper mouse support, 60fps and the option to disable the weird filtering and stuff.

Your right it's the only OFFICIAL release, but you can get everything you listed in EX.

>> No.6285560
File: 11 KB, 210x240, 51).jpg [View same] [iqdb] [saucenao] [google]
6285560

>>6285559
I dropped $5 so I could play on TV or handheld. Still have my original cart and possibly even the manual.

>> No.6285583

>>6285559
EX isn’t really polished and has a lot of issues. Again this is an official release, it’s $5 and will likely be $1.50 when it goes on sale. It’s a totally reasonably priced polished official release of a niche title. I’ll gladly buy that for $5

>> No.6285595

>>6282569
The only thing 2 has over one is the Super Shotgun and more varied enemy roster, but most of the City levels are bad but I wouldn't blame the map designers for that, they just had limitations.

But thanks to 2's contributions we got plenty of great fan wads.

Doom = 64 > 2

>> No.6285603

>>6285583
I'm always weirded out by the specific type of mental illness you >muh official release people have.

>> No.6285626

>>6285559
>>6285603
It's literally an updated EX, while brand new content added in. It being official actually matters because you're supporting the devs, ie Kaiser, who does good work. I want to see more from him so yes, I'll drop $5 for an excellent game.

>> No.6285662

>>6285506
The textures are all over the place. There is no direction. They didnt even bother to align wall openings with the texture grids.

The ghost house in Mario 64 > Doom 64's art style

>> No.6285684

>>6285559
The new version has some new levels added at least

>> No.6285830

>>6282478
>lighting
of all the things you can complain about, it's the one thing that 64 absolutely does perfectly?

>> No.6285846

>>6282778

we don't perceive it in the same way though, our view is literally bobbing up and down but our brain doesn't make us feel as sick as watching a view on a screen bob up and down does, this anon's right that it doesn't really represent real life, but he's wrong in that I literally play Doom 64 in 320x240 to be faithful lmao

>> No.6285856

>>6282970
>horrible textures for the environments.
Coming fresh from 1 & 2 I thought Doom 64 EX looked really good, it certainly scales far better than those too. And the lighting was really well done. What were some examples of horrible environmental textures?

>> No.6285869

>>6284493
>Everything after Episode 1 is downhill
the only bad episode in Doom is 4, and even then there's still good levels in there

>> No.6285875

>>6285353
google "Doom 64 WAD" and choose one

>> No.6285878

>>6283028
Not really, the guy who made that mod worked on the commercial release and made additional modifications to it to make it more accurate and better for modern platforms.

>> No.6285891

>>6285856
You can disable the texture filtering in the official port as well, if you need that crunchy doom look.

>> No.6285920

the differences between EX and comercial from the man himself.
https://doom64ex.wordpress.com/2020/03/24/differences-between-doom-64-ex-2-5-versus-the-official-remaster/

>> No.6285925

>>6285856
dude, N64 was known for its muddy textures.

>> No.6285926

>>6282389
There's already a corner. Cry there

>> No.6286143

>>6282384
The rerelease is much more playable due to mouse look and brighter and sharper visuals. I do think the monsters should have had more frames of animation, even back then.

>> No.6286149

>>6283058
Ran it on an Atom X5 Z8500 at 30fps at 1920x1200.

>> No.6286198
File: 536 KB, 381x512, 1433039194335.gif [View same] [iqdb] [saucenao] [google]
6286198

>>6282384
>WHY DON'T THE SHOTGUN AND SUPER SHOTGUN HAVE RELOADING/COCKING ANIMATIONS ITS SO FUCKING ANNOYING ARRRRGH YOU CAN'T EVEN SEE A HAND HOLDING ANYTHING THEY'RE JUST FLOATING IN MID AIR DOOM AND DOOM II HAD THIS REEEEEEEE

>> No.6286279

>>6286198
Cartridge space limitations. I'll take the Quake style animation if it means more levels / enemies. If it's any consolation, the guns sound very meaty, better than the originals in most cases.

>> No.6286285

>>6286198
Kinda agree with you. He just kinda breathes in and the SSG reloads itself. It's weird.

>> No.6286286

>>6286198
doom64guy doesn't actually hold the weapons, he uses telekinesis to shoot and reload.

>> No.6286291

>>6286279
Yes, the sounds in 64 are the best Doom ever sounded. Big fan of the BFG's massive slap noise it makes on impact.

>> No.6286298

>>6285830
It’s literally pitch black in a lot of levels. Have you ever played it on an actual console and CRT?

>> No.6286307

>>6286291
SHHHHWWWPOOOOWWWW

>> No.6286310

>>6286285
The SSG was grafted to his respiratory system.

>> No.6286326

>>6282384
It's fine, worth playing, has some things the classic games doesn't, but also lack some of the things they have.
Don't care for the music.

>>6282564
Nice to see people who always screech about MUH E-CELEBS are retarded and clueless like always.

>>6282684
More consistent quality with levels.

>>6282759
>>6283241
It looks fucking awkward and stiff without at least a little bobbing, you're not going to maintain a perfect line of sight or keep your gun constantly level while running.

>> No.6286341

>>6285846
>but our brain doesn't make us feel as sick as watching a view on a screen bob up and down does
That's entirely subjective, most people don't get nauseous from FPS.

>>6283020
It's the base game, emulated to run like it should, considering lots of people don't bother emulating 5th gen console games, it's easier for some.
It also has some new levels.

>>6282781
Imagine that, companies wanting to make money.

>> No.6286343

>>6283391
It's *literally* a fork of Doom 64EX you stupid cocksucker.

>> No.6286360

>>6283058
That was the weakest computer they had available to test it with, the real minimum specs are actually quite a lot lower, since people were playing this on their computers a decade ago with great performance.

This port wasn't developed by Bethesda or iD, it was developed by one guy many years ago and then modified and adapted for compatibility with modern consoles, etc, by a small dev team who probably weren't given that much of a budget by ZeniMax.

If they had no old junk computer available to try it out with, well, can they actually really report that it will run on it or not?

>>6284493
>Everything after Episode 1 is downhill
Fuck you.

>> No.6286373

How is the new episode in the new ports?

>> No.6286387

>>6286373
Short but really good.

>> No.6286401

>>6285603
It's cheap, accurate, and I can play it on my TV if I want to, would you also argue I should never eat at a restaurant because I can cook my own food at home?

>> No.6286504

>>6285925
Doom 64's texture work is better than Doom/Doom II.
>>6286326
>Don't care for the music.
We forgive you for your bad taste. Aubrey Hodges is the man.

Doom 64, Quake 64, and Quake II N64 (not to be confused with the other games also called Quake II) all have his music.
>>6286291
>Yes, the sounds in 64 are the best Doom ever sounded.
Worth noting a lot of the new and improved sound effects come from the 1995 PS1 port of Doom, which was by the same team. PS1 Doom is really interesting because you can see the direction they were trying to go with the new Aubrey Hodges soundtrack recontextualizing the entire tone of the game, that was finally realized in Doom 64, which replaces all the art assets as well, and has entirely new levels to bring everything together.

>> No.6286724
File: 1.99 MB, 250x173, tumblr_ms5w2uAs401qdlh1io1_250.gif [View same] [iqdb] [saucenao] [google]
6286724

I'm on map 28, battling the last boss. I played on the highest difficulty (Watch me die or something), pistol start.
My conclusion is that Doom 64 is annoying. Much of the game comes down to using shotguns in Hell Knights and Barons. The battles are too simple, the player always has a lot of ammunition and the amount of "tank" enemies in non-creative scenarios is extremely tiring.
The maps have good appearance and architecture, but the fighting is simply boring in almost the entire game.
The last boss is just terrible, with 4 revenant missiles that have the same speed as the player and follow him perfectly, making dodging in the open field completely impossible. I tried it 10 times now and gave up because it's basically luck. Of course, it is possible to break this battle with special items, but that does not justify a boss so badly done.
Like many N64 games, Doom64 is overrated. I believe that many people will realize this now. Doom 1 and 2 have a much more fun and interesting map design, even with several shitty levels.

>> No.6286750

>>6282759
>It's not like anyone's going to play the game at 320x240 resolution to be "faithful".
Do you know where you are?

>> No.6286759

>>6286504
While I don't care for Hodge's music in those games, and while I'm more fond of the original graphics and sound overall for Doom, I actually really like the tone they built with the Playstation releases, the new sounds was very fitting for that, and I actually think I like that a bit better than when it's paired with the new graphics in Doom 64.

The monsters in classic Doom are more or less done like horror movie practical effects (back when that was still common), with most of them being digitized from real models (of various designs, such as clay, then latex and steel), and that kind of laborious effort to make physical props to be able to pose and light them just as you want, to get lifelike lighting and what not, I just love the fuck out of that stuff, both the craft and the end result. The new sounds I think fit them very well for recontexualizing Doom as a bit more horror oriented, with a darker and more oppressive atmosphere.
They're not all great, but most of them are good and they all fit nicely together.

>> No.6286785

>>6285460
>There's just something about it that feels like playing it is a not fun
It is exactly the feeling I had during 90% of the game. Playing Doom 64 is almost like a chore, every end of the map I was relieved to have been through something so tedious.
I think the big culprit is the bad positioning of enemies and resources. The player always has a lot of resources, he is almost always in very safe areas, and what remains is to kill groups of 3 or 4 Hell Knights that do not present much danger.
Sometimes instead of Hell Knights there are Arachnotrons, Cacos or Mancubus, but the logic is almost always the same: areas of easy navigation, homogeneous group of enemies, enough ammo to kill one by one without taking big risks.
In the main campaign there must be 4 maps that try to break this logic, but they are not much better.

>> No.6286793

>>6285920
The sad thing about this is that people will still ask what the differences are between the two.

>> No.6286876

Do I play this before or after Final Doom?

>> No.6286906

>>6286876
However you feel like, really. There's little canon to Doom in terms of storytelling and plot, so other than the progression in difficulty and complexity going from Doom, to Doom 2, to Final Doom, it's not like you'll really miss out on anything or get something out of order.
Doom 64 posits itself as "The Sequel To Doom 2," but so does TNT Evilution and The Plutonia Experiment. Doom 64 basically leaves little opening for anything after except for Doom 4 and then Doom Eternal, but those are much later creations springboarding off of that game's ending for their own plot.

Final Doom, particularly Plutonia, will be more challenging, so if that's the progression you're interested in you could save that for after Doom 64.

>> No.6287263

>>6286504
>We forgive you for your bad taste. Aubrey Hodges is the man.
keep in mind, he released this thing made of beep and boop:
https://www.youtube.com/watch?v=IhsGIUeuxlQ&list=PLq9z3GmD3R9PdUrlMIhFNy5oFgTYOpG1V&index=5&t=0s

one year after this was released:
https://www.youtube.com/watch?v=qVOHTGYoM6E

>> No.6287268
File: 62 KB, 960x720, Doom.jpg [View same] [iqdb] [saucenao] [google]
6287268

>>6286504
>Doom 64's texture work is better than Doom/Doom II.
Doom 1

>> No.6287269
File: 78 KB, 640x400, doom 64.jpg [View same] [iqdb] [saucenao] [google]
6287269

Doom 64

>> No.6287278

>>6287268
That's not how Doom 1 looks like.

>> No.6287317

>>6286785
>a chore

That's exactly it.

>> No.6287326
File: 58 KB, 640x400, E1M1_zigzag.png [View same] [iqdb] [saucenao] [google]
6287326

>>6287278
another pic if you prefer.
my point still stand;

>> No.6287471

>>6287263
Aubrey Hodge's Quake soundtrack is better than Trent Reznor's Quake soundtrack, though.
https://www.youtube.com/watch?v=MfjLPVwXiRI

>> No.6287537

>>6282384
Really trash boring game. Even Doom 3 is better than it. It's become hip to call it good in recent years but it sucks balls.

>> No.6288140

>>6287537
Get out of here with their /v/-tier shitposting. Doom 64 has been a cult classic and referred to as the real Doom 3 for ages.

>> No.6288214

My only big issue with 64 is the complete lack of weapon animations. The Shotgun and SSG, particularly. Even in the 90s I hated it.

>> No.6288420

>>6287326
there you go then
https://www.doomworld.com/forum/topic/92901-doom-64-for-doom-ii-v14-released-idgames-link-is-up/

>> No.6288447

>>6282384
Did every single N64 game have to have 64 in it's title?

>> No.6288493
File: 16 KB, 299x168, it is written.jpg [View same] [iqdb] [saucenao] [google]
6288493

>>6288447
only games with 64 in the title can be released on the n64.

>> No.6288748

>>6287537
The only people who say that are fags who really only understand doom on a totally superficial level.

>> No.6288812

>>6288748
Do Doom fans even agree about anything other than KDitD

>> No.6288825

>>6288812
That and Doom 3 sucks.

>> No.6288843

>>6288825
I like doom 3 and doom 64 actually its just the fags who say 64 is the true doom 3 are just fags. 64 is more akin to final doom than anything just another wad

>> No.6288851

>>6288843
People say that because its story directly continues after 2 and now canonically connects to 2016.

>> No.6288858

>>6288851
Who the fucks cares about story in doom?

>> No.6288863

>>6288858
Whether you care or not is irrelevant as it's not only the truth but also what people abide by.

>> No.6288883

>>6287326
No it doesn't.

>> No.6288885

>>6286198
My thoughts about Quake.

>> No.6288887

>>6282491
>Doom/Doom II felt amateurish and unpolished
>Zoomering intensifies

>> No.6288972

I finally managed to beat the last boss in Watch me Die + pistol start. I had to try it 20 times because it is basically luck, since it is impossible to dodge the revenant missiles it launches.
My review: Doom 64 is mediocre and in my opinion it cannot even be compared with the original Doom 1 and 2 wads. I believe this remaster will bore a lot of people, ending the myth that Doom 64 has a high quality map design.
The Lost Levels, however, which are the map pack made for the new version of the game, have higher quality and offer a more interesting and elaborate experience.

>> No.6288994
File: 170 KB, 320x403, 0.png [View same] [iqdb] [saucenao] [google]
6288994

>>6288972
>people have been praising Doom 64 for literal decades
>random anon plays it, doesn't like it
>thinks everyone will follow his opinion

>> No.6289106

>>6288994
People haven't been playing Doom 64 in decades either. Most of the critical opinions are based on nostalgia mixed with impressions on game recreations.
Now we have a version very faithful to the original. And now there are already people calling the game "Hell Knight 64" among other things...
Steam reviews do not reflect a critical view of the game. They only demonstrate whether consumers are satisfied or not. It is perfectly possible to be satisfied with a game that has problems. For example, I was satisfied with Doom 64 and I recommend the game. But at the same time, I found the original campaign mediocre, bland and nowhere near comparable to the main classic series.
I believe that every experienced Doom player who plays Doom 64 in the highest difficulty will notice the total lack of creativity in the vast majority of battles. Much of the game is tedious.

>> No.6289256

>>6287471
No.

>> No.6289874

>>6288972
This posts reeks of the kind of autism that can't comprehend that different games have different objectives and are not necessarily meant to emulate the same kind of experience as the games they are sequels to.

>> No.6290151

shame about those animations

>> No.6290301

>>6282384
Does the new Doom 64 support free mouse movement or can you only look left and right?

>> No.6290306

>>6290151
What animations? :^)

>> No.6290308

>>6290301
why would you want mouse look? it's useless in doom.
the answer is no.

>> No.6290319

>>6289106
>I believe that every experienced Doom player who plays Doom 64 in the highest difficulty will notice the total lack of creativity in the vast majority of battles.
The highest difficulty is Hardcore, not Watch Me Die. Hardcore = Nightmare; monsters instantly attack and respawn randomly after dying. People willing to grind the game long enough to play on Hardcore love the game.
t. anon who grinds Doom 1 on Nightmare

>> No.6290325

>>6290308
then how are you supposed to aim?

>> No.6290328
File: 62 KB, 664x1003, doom64ex.png [View same] [iqdb] [saucenao] [google]
6290328

>>6290301
Jumping and free-look were intentionally disabled in the official remaster to keep it faithful to the original
> https://doom64ex.wordpress.com/

>> No.6290352

>>6290319
Not him but 'Hardcore' is not in the original Doom 64 or the re-release; Watch Me Die is, officially, the hardest difficulty.

>> No.6290386

>>6290308
Because I wanna look at the floor and ceiling dammit, that's why.

>> No.6290387

>>6290325
you don't, zoomer.
vertical auto-aim was a thing in all retro fps. just line up your shotgun horizontally and the vertical is handled by the game.

>> No.6290390

>>6290386
there is nothing to see in the ceiling or floor.
but if you want to see them that hard, stick to EX.

>> No.6290429
File: 93 KB, 1200x675, 15312150_3.jpg [View same] [iqdb] [saucenao] [google]
6290429

>>6286279
Surely the animations for the weapons wouldn't have taken that much fucking space, I would rather a small compromise (besides level or enemy) elsewhere to have that, it would make the game perfect.

I can still play it, it sounds weird but I kind of try to imagine they have the cocking level on the underside like a repeater rifle and I just can't see him holding and cocking it, even though that makes no sense for the super shotgun especially. The bigger weapons don't bother me as much, it's just the shotguns. Especially since the pistol has a hand and animations.

I have seen a mod where animations are added in and it looks amazing. I would have liked to have some kind of updated classic HUD, Doomguys face too but that is a cut I don't have an issue with.

>> No.6290431

>>6290429
*lever

>> No.6290440
File: 1.84 MB, 1800x3052, ERuqclTNlBQUwdkHXZaERUAbUr4PDqy_g5_FK421rtE.png [View same] [iqdb] [saucenao] [google]
6290440

>>6290429
The shotgun actually does have a lever.

>> No.6290445

>>6290440
Oh wow, that makes me feel a little better about it.

Still bizarre to imagine the super shotgun having one too but it helps calm my autism, as does this now that I know it's actually official.

>> No.6290470

>>6290387
lame

>> No.6290476

>>6290470
Why are you on /vr/?

>> No.6290512

>>6290476
why not?

>> No.6290556
File: 1.37 MB, 400x225, 1456791682287.gif [View same] [iqdb] [saucenao] [google]
6290556

>Doom 2>Doom 64>Doom 1>Plutonia>TNT
The ambient soundtrack and spoooky atmosphere of 64 goes a long way with me since I have never been a fan of beeps and boops music even since the early days of dos gaming. I would mute doom 1-2 and listen to the actual albums and cassettes they ripped off while I played so when 64 rolled around me and me neighbor would play in the dark on his big screen with surround sound.

>> No.6290683

>>6290387
>vertical auto-aim was a thing in all retro fps
That's not really true, it was more specific to early retro shooters, you see it less later on.

>> No.6290705

>>6290683
well, yes. I was referring to dos shooters, I should have clarified that.
doom, duke3d, blood, shadow warrior and even quake uses vertical auto-aim.

>> No.6290918 [DELETED] 

>>6284493
Based doom2chad.

>>6284870
Ignores the BASED doom 2 bestiary. Poser.

>> No.6290939

>>6289874
I understand what you mean. Doom 64 is more aimed at setting, atmosphere, explorarion, puzzles, etc.
The problem is that we are talking about a game on the fucking Doom engine, and those things that Doom 64 bets are not exactly the best experience you can get out of this engine.
Doom 64 is a super tedious game. And you just need to play the Lost Levels to see how it is perfectly possible to maintain the same style and still offer decent levels.

>> No.6290972

>>6290918
Doom 2 is pretty good, in part because of the new assets, the monsters especially, but a few of the maps aren't as good as they could be.

>> No.6292435

Is it possible to mod the steam version of doom 64?

>> No.6292896

>>6288843
>fags fags fags
Turn 12 already, dweeb.

>> No.6293480

>>6284337
Check it out guys, a newfag is complaining about anime on an anime website again!

>> No.6293490

>>6282775
>The world doesn't bounce up and down like that when we walk or wobble a gun about.
It does, your brain just fools you into thinking it doesn't, it's a documented phenomenom.

>> No.6293602

>>6292896
This is 4chan fag

>> No.6293605

>>6293602
So you're obligated to act like you're still 12?

>> No.6293729

>>6288972
Absolution +Watch Me Die + Pistol Start =/= luck. Git Gud.
> load up on all equip in starting room.
Grab invincibility sphere last, and get into the fray ASAP.
> enemies don't start spawning until you step down into the middle, so book it there.
>Pain Elementals must be made top priority, take them out with rocket launcher. You should be able to kill most if not all by the time invincibility wears off.
>get to the edge of the map and start running laps with chaingun equipped. Let the infighting take out 90% of the field. Only stop running full steam laps if you hear/see a Lost Soul, and chaingun it asap.
>clean up the last few enemies with rockets or SSG. (If you're not good enough to go toe to toe with a Mancubus and take it out point blank with SSG, then I feel sorry for you)
>hear queen's spawn scream, immediately equip BFG, and b-line straight for the centre of the map where she spawns, firing as fast as the BFG will allow. NEVER stop moving directly towards her. 4-5 direct hits and she's done for.

>> No.6293774

>>6282384
I'm only like a quarter of the way in but the levels are really fucking fun.
Besides the first one which gives kind of a boring first impression. (That actually turned me off at first and I've only just come back to it.)

They're like a distillate of good Doom design with far less pointless running around than the original games. Instead they're a lot more tight and intricate.
Also if you know anything about mapping they're impressive as fuck (by official level standards), although it's an updated engine so I dunno is how much is cheating.

The only thing I don't like so much is the teleport triggers not having a super clear audio cue. It's not fun to have a knight spawn behind you and not notice it.
Also I wish for a mod to make cacodemons red.

>> No.6293795

>>6293774
>I'm only like a quarter of the way
Are you in Hell yet? 64's Hell levels, which is like 75% of the game, are when the game really hits its stride.

>> No.6293840

>>6293795
Not yet. And I've just restarted because I realised I'd skipped the secret levels.

>> No.6293843

>>6293840
Alright, well Doom 64 only gets better so you're in for a treat if you liked the tech base levels.

>> No.6293863

Right after my first play through Eternal I went for this. I played on EX before it came out. I know I had done it once years ago, but on EX this time I avoided the Demon Keys on purpose to see if the game got harder. Yeah, it did. The final boss really grilled me and you just have to go in there and kill it, but by then you spent so much ammo on the boards that there isn't an easy answer to killing her. On the actual official release, I loaded it up on Watch Me Die and did everything in the game, including all the 'fun' levels. Cat And Mouse killed me several times, and Playground also did once, but Hardcore was fine and Panic (the new one) only a few deaths. I like it, but just a few things like Pain Elementals basically bombing you to death if you're too close, and two Lost Souls at once, that was annoying. And the homing rocket traps that are Revenants in spirit I am glad only appear a few times in the game. The darts are not as bad, mostly. There's a certain flow to it, because of the changed enemies and some of them not being around, that helped get me through it. Also the horror trappings, I happen to like it. I'm generally okay with Doom 3 for similar reasons. It doesn't actually scare me much, but I appreciate the effort, if that makes sense. Action horror is my jam.

>> No.6293867

>>6282473
>Doom 64 is cool if you like edgy 90s comic book aesthetic.

How to sound like pussy faggot: The Post.

>> No.6293871

>>6288420
>>6287278
>>6286504
Doom 64 has objectively fewer variations between textures, so its 100% inferior to Doom 1 in that regard.

>> No.6293943

>>6293871
This might be objectively true (I keep reading that Doom64 had to make compromises due to limited texture space, not that I believe anything you faggots say)

but this is a weird thing to compare or fucking care about.
It's not like you only get to play one Doom game in your life so you need to make it count

>> No.6294201

>>6282384
Good game. I tend to stick to Doom 2/Final Doom, though if I want the SSG.

>> No.6294206

>>6293943
Doom 64 reuses a number of textures with different palettes applied to them IIRC.

>but this is a weird thing to compare or fucking care about.
>It's not like you only get to play one Doom game in your life so you need to make it count
You're right about that.

>> No.6294223

>>6294206
>Doom 64 reuses a number of textures with different palettes applied to them IIRC.
Yeah it does. And unfortunately it doesn't make the difference dramatic enough. Not being able to distinguish regular former humans from shotgun guys is no big deal but it's kind of annoying that barons and knights are nearly identical until they attack. They could have at least scaled the knights down so they're shorter. Or just make the barons pink as fuck like they're expected to be!

Meanwhile they gave cacodemons movement frames, something they didn't have in the original.
That's an odd allocation of resources and one of the reasons I'm not gonna take limited texture space as the sole explanation for some of these decisions.

>> No.6294264

>>6282728
Thanks for the hint, I was wondering if I should just get doom64 retribution instead of the steam release.

>> No.6294278

>>6288887
Have you read Masters of Doom?
Both Doom and Quake are basically accidents.

Tthey completely switched sprite production several times during development, from Adrian's clay models to Gregor's latex models, and literal toys, computer boards, and a live knee wound.

Doom is a living mess, and a miracle to have turned a good game.

>> No.6294282

>>6293605
You need to go back fag

>> No.6294286

>>6294282
Nah, I'm good.

>> No.6294289

does anyone have a functioning link to the latest nashgore? the one in the zdoom thread is broken

>> No.6294329

>>6294278
Doom was a minor mess in development but there was ultimately some focus, and the great talent and ambition of the guys involved made sure it was a great game. Tom Hall had certain ideas, but the rest of the team wasn't big on most of them, and they mostly didn't take even before he was fired.
Basically any problem they ran into with development they could fix with not too much difficulty.
The mix of aesthetic styles largely comes from them being very inspired by the movies Aliens and Evil Dead 2, they were practically doing low budget propmaking with an actual budget and a lot of post processing. There's also the kid in the candystore thing, where these artists and level designers had this amazing new tech which they could do things with they never could before, and they just went nuts with it.

Quake was an *absolute* mess during development, which had serious problems during development, the engine (reliable software 3D with binary space partitioning) was actually a massive headache that took John Carmack a lot of time and a lot of effort. John Romero was also less than cooperative at the time, and as the project lagged behind terribly, it was decided "Oh, just fuck it!" and it was hurriedly retooled from a barely developed open world fantasy RPG with no direction, into a straightforward first person shooter, something they knew they were familiar with and good at, and which with the existing assets they could make and not have absolutely nothing at the projected release date.

I think it speaks quite a lot for these people's talents still that Quake came out so good from all the compromising and struggle, and with all the internal strife, when weaker willed and less talented men would have just hit a wall and made worse decisions resulting in total disaster. In fact John Romero would make worse mistakes with Dai-Katana, and that's still not even close to as big of a catastrophe as say, Duke Nukem Forever.

>> No.6294334
File: 276 KB, 1875x895, propmaking.png [View same] [iqdb] [saucenao] [google]
6294334

>>6294278
I should clarify that part by the way, they weren't constantly switching methods due to difficulties, in fact only the clay models were troublesome, so after they finished working with the ones they had done, they used some of their fat stack of Wolfensteinbucks to hire a professional modeler to assist.
Even at that point they were doing all kinds of other stuff, it was much more an experimental thing than anything.

The knee wound thing wasn't desperation or anything, it was just a moment of "Hey, wouldn't that be funny?"

>> No.6294741

I am enjoying this game but it could possibly have a couple fewer fucking jumping sections. That would be fine.

I do not know how you were supposed to pull this horseshit off on the controller.

>> No.6294781

>>6294741
You just run to clear gaps, where possible.

>> No.6294831

>>6294781
Thanks for the pro tip. I use autorun. You clearly have not played this shit recently.

There's places where you have to clear multiple gaps before a short timer expires, where the platforms are so narrow you have to be halfway off them to get enough inertia. There's other places where the platforms are literally too small to get enough inertia so the jump is only possible by exploiting the diagonal movement speed bug, and retrying means backtracking through a quarter of the map.

The original games made you do this crap very rarely even for secrets, but it's mandatory here if you want some big heals or the secret weapon items.
The Unmaker stuff in particular is a big problem because I can see this killing any desire to ever replay it.

I scoffed at EX including a jump button but I think I get it now.

>> No.6295002
File: 8 KB, 300x168, eye.jpg [View same] [iqdb] [saucenao] [google]
6295002

so in hell why are there storms everywhere?

>> No.6295018

>>6295002
monsoon season

>> No.6295058

>>6295002
No one said Hell had good weather.

>> No.6295118

>>6282384
I like the soundtrack, environments, and lighting but the run and gun gameplay of Doom doesn't mesh well with the horror atmosphere they're aiming for. Anyone who claims otherwise is lying and only wanna look cool for liking it. Go play I dunno Glover or some shit if you wanna get scared by a video game.

>> No.6295138

I didn't get the impression they were going for horror at all.

Levels have more lighting effects and the soundtrack is more of an ambient hellscape thing instead of midi rock.

All the inter-level text is about doomguy cackling or grinning at all the demons he's about to kill.

The manual describes it as a virtual reality action adventure.

Yet this thread is full of idiots shitting this "horror" narrative back and forth into each others' mouths.
Shut the fuck up.

>> No.6295147

>>6295138
slendermen zoomies are afraid of their own shadow they grew up with the gayest not scary shit like that and fnaf

>> No.6295390

>>6283391
Just refund if it doesn't work.

>> No.6295592

>>6282384
I'm still waiting for Doom 4-63

>> No.6295639
File: 1.96 MB, 268x325, 1534682049653.gif [View same] [iqdb] [saucenao] [google]
6295639

>>6295592

>> No.6295716

So is the remaster good enough or the N64 is superior?

>> No.6295736

>>6295716
New release is better.

>> No.6295808
File: 482 KB, 2320x3088, external-content.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google]
6295808

In my opinion there is something about the gameplay of Doom 64 that seems kind of off when compared to the original version, but I'm not sure what it is. Before I thought that the only culprit of the game being a little bland was the map design, but even the Lost Levels (which have a good quality map design and, in my opinion, infinitely superior than the original maps) don't seem to have the same feeling as the classic Doom.
I've been comparing the versions and I think I found two possible differences.
First, it appears that the movement of the main character is less based on inertia. When you interrupt input in Doom 64, the character stops more quickly than in the vanilla version of Doom (I think). This at first is an improvement.
Second, it is difficult to say because of the different FOVs, but I have the impression that the monsters in Doom 64 walk more slowly than in the original Doom. That might explain why some battles are so bland on Doom 64, even on good maps, while on Doom 1 and 2 the game seems to be more tense and frantic. I was playing Plutonia for comparison, and in moments that at first seem like Doom 64 (like when you have to face two Barons of Hell in a relatively small room with an SSG), the Barons seem to move towards the player more aggressively.
Could anyone tell me if these two things really happen? Or is it all the impression caused by the different sprites, graphics and FOV?

>> No.6295820

Does Doom 64 EX use bilinear texture filtering with 3 samples like the Nintendo 64 did and I think this latest version that bethesda put out.
https://twitter.com/MaxLebled/status/952068566899200000

>> No.6295921

>>6295820
>>6285920

>> No.6296758

>>6295921
So, does this mean that a publisher has finally put out a remake of something that is actually more autistic in terms of details than a fan port?

Is this the first time this has happened?

>> No.6296763

>>6296758
I mean it's the same dev as the fan port, the fan port is used as a base.

>> No.6296770

>>6296763
Oh, I didn't know that. That's cool.

>> No.6296774

>>6296763
Not that you'd know it from the literal minute of unskippable publisher credits and other preroll bullshit on every launch.

-skipmovies

>> No.6296785

When are the digital foundry guys doing a video on this? I was looking forward to it.

>> No.6296817

>>6296774
That's publishers to you.

>> No.6296937
File: 153 KB, 797x960, 1573392961028.jpg [View same] [iqdb] [saucenao] [google]
6296937

The only things I hated about it were
>too many Barons of Hell and Hell Knights
>Hexen-style "wtf did this switch do" moments
>Unmaker breaks the game (it's not like the game forces you do use it though)
>worst Pain Elementals and Lost Souls in the series
>Features-section doesn't stay unlocked

Other than that, it's great

>> No.6296973

>>6296937
>>worst Pain Elementals and Lost Souls in the series
I'd call them the best, personally.
Not that I mind the original tough lost souls, but here they're more like area control piranhas which lets the pain elementals be basically a different type of enemy than the original design which you really gotta prioritise here. Kinda similar to the archviles in Doom Eternal actually.

>> No.6296974

>>6295138
>>6295147
Hey bitch you got a problem with me then reply to my post you fucking coward. I'll poop all over your face kid don't mess with me.

>> No.6296998

>>6296974
We are not on twitter, zoomer.
And read the fucking thread; you're not the only moron who thinks doom64 is a "horror game"

kinda baffling to imagine anybody thinking you'd be worth having a conversation with

>> No.6297007

>>6296974
>Getting mad about having to participate in the thread instead of being able to make a drive-by post and wait for (you)s
I hope your dick tingles when you get a mobile notification for this reply.

>> No.6297008

>>6296973
I never had much trouble with Lost Souls in the other games and never got why YouTubers cried about them all the time, but they irritated the fuck out of me in 64

>> No.6297014

I laughed out loud (LOL'd) at the arachnotrom bunker trap in Dark Entries.

>> No.6297023

>>6297014
Oh boy the comedy was not over yet. What a great level.

>> No.6297042

Does the BFG work differently in 64?

>> No.6297169

Why did midway want a doom game?

>> No.6297202

Damn, Doom64 runs worse on my laptop than Eternal does (flawlessly).

>> No.6297417

>>6282384
it's a shame this game got buried on a deprecated console for so long
I actually went out of my way and got a n64 and an original cart circa 2012 but never got used to the shitty controller. Now I'm finally playing it properly because I bought the steam edition. It's fucking great

>> No.6297628

>>6290512
Because thats not "lame", its how games like Doom and Blood and Duke 3D were designed. Being able to aim vertically in those games offers nothing to the experience because they weren't designed that way

>> No.6297646

>>6297628
It actually detracts because you're supposed to be able to acquire targets horizontally with lightning speed (or while evading like a spaz) since you can pivot rapidly in a perfectly stable way.

>> No.6297983

>>6297417
Were you too retarded to download the rom + Doom 64 EX? The Steam edition is the same exact thing just a few more bug fixes.

>> No.6298067

>>6294286
Fag

>> No.6298070

>>6297983
I prefer to own stuff

>> No.6298130

>>6298070
>own cartridge
>dump it
>play it on doom 64 ex

>> No.6298158

Does the difficulty level I Own Doom! imply that you are in possession of the software license to operate at least one version of the game application "Doom", or is it meant to hubristically imply that you "pwn" Doom?

Asking for this guy >>6298070

>> No.6298161

>>6298158
Yes.

>> No.6298164

>>6297983
>The Steam edition is the same exact thing just a few more bug fixes
Pretty sure it also has a whole bonus chapter.
And those bug fixes are important stuff like correcting graphical inaccuracies.

I feel like I just got tricked into doing a viral marketing, but oh well.

>> No.6298236

>>6282384
I thought it was pretty neat, the designs for both guns and enemies. But I fucking hate it because I just didn't enjoy the traps and shit in the level design. Im a pleb that plays FPS for enjoyable gunplay, I don't enjoy the more maze like level design.
Can see why some people may like it over Dooms 1 and 2

>> No.6298279

>>6297983
I found it impossible to play the Doom 64 EX with a mouse. First you need a fix otherwise it doesn't even work. And even with the fix it is impossible to remove the mouse acceleration. Even if you set it to 0 it still persists.

>> No.6298293

You know what the cyberdemon really needs?
The ability to fucking teleport into your fucking face

>>6298236
I thought it was overall less mazelike than some of the original levels that kinda piss me off. They can be complex but usually in a pretty logical way. Unholy Temple and Pitfalls have sections that can fuck off but they're the only exceptions.
But you're right about the traps. Dudes near-silently spawning on top or behind you goes over the line in three or four places and the dart/missile launchers are irritating.

On the other hand it got a genuine laugh out of me multiple times with some of the more clever ones.

>> No.6298325

>>6298293
Cat & Mouse is fun as fuck. Also D64 Cyberdemons aim slightly downward so they hit the ground near you, making them much deadlier than in the originals.

>> No.6298361
File: 322 KB, 597x613, file.png [View same] [iqdb] [saucenao] [google]
6298361

>>6298158

>> No.6298390

>>6298325
That's a good change. And explains why I was actually surprised to die to one a couple of times considering they're basically no threat at all in 1/2.
I wouldn't hate if they really could teleport. I was wondering whether Cat & Mouse was a test for them being able to do so considering they have a unique(?) big green teleportation sprite that seems to only appear there (and in Hardcore).

I'd like to know more about the development in general. Stuff like not having multiplayer or the story that they cut enemies for ROM size is strange when they have a fully animated Doomguy sprite in the enemy credits and there are a bunch of other frames they could have cut if they'd wanted to.

>> No.6298397

>>6298390
It's not that they can teleport, it's just triggers that the Cyberdemon steps on that teleports him to another spot.

If you haven't seen this interview yet it has some answers.
http://www.doom2.net/doomdepot/abs-d64interview.html

>> No.6298404

>>6298397
Yeah I could tell, but you only ever fight the dudes in dedicated boss arenas where that could be a feature.
Thanks for the link, I'll check it out in a bit

>> No.6298447

>Question #6
>Speaking of monsters, the redesigned look of many of the monsters had mixed reviews from players. I personally loved them, but what are your views on how they came out and what other ideas (if any) did you guys have for the monster sprites?

>Tim
>We weren't in charge of monster design. Some decisions were based on cart space, and others, well, I'll leave it at that...

>Randy
>I'm not saying either.

Oh hey, wow, /vr/ is full of shit once again.

>> No.6298457

>Question #13
>Concerning the weapon animations, several frames were missing (such as the super shotgun loading frames) were these removed to save on memory as well?

>Tim
>I believe so. I can't remember for sure, but just as in the monsters, we had no input in that department either...


damn I hope we learn what this cryptic shit they're referencing was about before all of them are dead

>> No.6298461

>Randy
>Scripting was the best thing to happen to Doom64. Gave us alot more creative freedom since they took away our monsters.

>they took away our monsters

hhmmmMMMMMery

>> No.6298468

>>6298447
>>6298457
>>6298461
What are you even getting at?

>> No.6299281

>>6298067
For you.

>> No.6299414

I like Doom64 because the dark textures, coloured lighting and ambient soundtracks give it an otherworldly grindhouse feel.

>> No.6299419

Is there any way to play the new levels of the recent release with another port?

I had bought it but it doesn't work on my system.

>> No.6300037

Really digging the new levels. It feels nice to be using the plasma rifle again, which is usually my favourite weapon, but which I didn't even bind during the main campaign.
Also refreshing that he didn't feel the need to spawn a hell knight every single time you press a button or return through a door, lol.
And secrets seem to be hidden a bit better so I don't necessarily need to toggle the automap every twenty seconds, but I doubt 6 levels will be enough to train myself out of that.

>>6299419
Does regular EX work for you?

>>6286785
I don't think this criticism is accurate. I agree there's too much ammo in the main levels (the new levels seem to be doing this much better as well) but the fights aren't particularly homogeneous at all. There's pretty much always a bunch of mooks and a sprinkling of cacos on top of whatever else you're battling, at minimum.
I'm trying to think of any instances where what you said applies and I don't remember one time there were 4 knights standing around with no other hazards or pressure.

There certainly are barons and hell knights under every fucking rock to the point that they could invade your dreams but those are in ones and twos as you explore. Those kinds of encounters are just to keep you on your toes and are never a genuine threat anyway (maybe excepting pain elementals, which the game has the perfect number of, and revenants, which is what I bet a fair few of those knights/barons were supposed to be at some point based on how they're used).

>> No.6300058

>>6282413
it's worse because it's not as cute
>>6282491
go back to your kiddie nu-doom zoomer

>> No.6300280

>>6285603
Whatever poorfag, it's 5 fucking dollars and the features and polish they added along with new content more than equals the value of $4.99

>> No.6300292

>>6286906
Yes but the ending of Doom 64 being made integral to Doom Eternal's plot, particularly the ending of the new content which more explicitly ties in with Doom Eternal, makes it unquestionably canon now so it should come after Final Doom but with the understanding that TNT and Plutonia are just side stories that probably didn't happen.

>> No.6300672

Damn Mother Demon is a chump.

She even gets a second chance and a wayy better introduction in the lost levels yet and she's even more of a pushover. Weird anticlimax after beating a huge demon army and a couple cyberdemons to get to her.
Considering the plot being that she secretly had a sister, and that their whole deal is having magic resurrection powers, kinda weird that you don't fight two of them there at least

>> No.6300703

>>6300672
Arch-Viles can't resurrect each other, it's probably the same deal here.

>> No.6300717

>>6300703
Ah, deep lore.

>> No.6300736

>>6282384
>How does it hold up against 1 and 2?
Nice atmosphere, good levels, combat is a bit slower but enemies hit harder, the puzzle design can get on all fours and lick my balls.

Lost Levels were nice. Not thrilling, but nice.

>>6300672
She's a chump with the powered Unmaker, I remember her being not too bad a fight at all without it.

>> No.6300748

whats the big deal with doom64 that its suddenly getting talked about?

>> No.6300764

God I love it. It absolutely holds up. I love the creepy ominous vibe the lighting, sound effects and music give off. I grew up with playstation doom so I'm obviously predisposed

>> No.6300767

>>6300748
It got its first official re-release since 1997. It's also just a damn good game.

>> No.6300770

>>6300672
>>6300703
My guess is she has some unique scripting or something and they didn't want to fuck with the engine authenticity by allowing two of her.

>>6300736
Yeah I kinda get that the laser gun was meant to be semi-secret so players would probably reach her without it the first time. What's weird is that in Lost Levels it gives you the powered-up version before you're even allowed to fight her, and by that point you've probably cleared everything else out and restocked health and ammo, so it's actually easier than it was originally.
Odd decision since the rest of LL is a direct improvement over some of the sillier things in 64.

>>6300748
New "remaster" was just released, to tie in with Eternal.

>> No.6300841

>>6300748
The story beat at the end of Doom 64, namely Doomguy staying in Hell at the end, was latched onto by the devs as a way to explain how he ended up where he did in Doom 2016/Eternal, now just revealed and rereleased as a tie-in with Eternal.

>> No.6300932

>>6300841
That was the conjecture when 2016 came out, but according to Eternal the doomychap was found unconscious outside a castle on some space elf planet, had a bunch of adventures and *then* went back into Hell leading into 2016, so I guess there's still some whole other hypothetical campaign in between that we haven't seen yet. I hope they leave that for modders though.

Kind unfair to characterise it as latching on desu; it seemed like they genuinely respect the source material and worked hard to factor it all in without retconning or stepping on anything.

>> No.6300945

Anyone else prefer the sleeker Cyberdemon design from 64?

>>6300672
Her homing Revenant missiles are total bullshit, so you don't really feel bad by cheesing the fight by stunlocking her with the plasma gun.

>>6300736
Are the Lost Levels just cleaned up cut content or were they made specifically for this re-release?

>> No.6300951

>>6300945
They're new. By some guy with pretty good credentials.

Speaking of cut content I just noticed the multiplayer dong guys in the title screen sequence.
I hope we find out the real reason for that shit one day.