Aisleen
Doomer
Totally not Catpho
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Post by Aisleen on Jul 15, 2018 2:17:53 GMT -5
Doom 64 for Doom II is a community effort to recreate/reimagine Doom 64 in vanilla Doom II. The goal was recreate major aspects of Doom 64 maps while allowing creative liberties where needed or wanted. There are lots of new graphics, some new textures (like skies, though most maps use mainly stock textures), some new music tracks, a couple of new monsters, and minor enhancements for folks who play in advanced ports (like GZDoom). Download
For more background information, more screenshots, read me txt and alternative graphics check the Doomworld thread. Screenshots:
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Jul 15, 2018 2:26:52 GMT -5
Ugh how do screenshots work on mobile
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40oz
diRTbAg
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Post by 40oz on Jul 15, 2018 8:58:59 GMT -5
Lol I don't know. I only ever make these types of posts on a desktop. So I haven't gotten around to playing this, but it seems like its a pretty big deal on dw considering that its now a stickied thread. (which I have to agree with loveless, is a shitty thing on the administrations part to downplay everyone elses projects) It seems to me that this is an imitation project, one to model level designs directly off of doom64's maps, using stock doom 2 textures. I.e. Doom64 with the doom64 aesthetics stripped from it. Is there something in it for someone like me; a guy who has already played Doom64? Is it a technical feat only?
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Deleted
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Post by Deleted on Jul 15, 2018 10:08:25 GMT -5
Probably not 40, but this is something for a guy like me, a guy who played only the first two maps and hated it on the N64 back in the day. I may enjoy it now, everything in the shots just screams Doom to me.
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Deleted
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Post by Deleted on Jul 15, 2018 16:32:27 GMT -5
What I found impressive is how consistent the design across the levels is considering this is a community project with many different authors. Mechadon touched at least two thirds of the maps and it really paid off. I think anyone interested in managing community projects should take a look at this.
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Deleted
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Post by Deleted on Jul 16, 2018 3:40:24 GMT -5
Is there something in it for someone like me; a guy who has already played Doom64? Is it a technical feat only? Perhaps it gives a chance to replay Doom 64 but with a "fresh look" I guess, and it seems that there's a neat vanilla mapping on display here. I just clipped to see some random levels but I'm going to play this soon. My only doubt is if the mood will be as strong as the original, a good part of Doom 64 charm was due to the unique aesthetics and the music.
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40oz
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Post by 40oz on Jul 17, 2018 9:17:17 GMT -5
Mechadon touched at least two thirds of the maps and it really paid off. I think anyone interested in managing community projects should take a look at this. Are there other reasons you recommend this to community project managers? That sounds like a tremendous amount of work :/
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Deleted
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Post by Deleted on Jul 17, 2018 12:04:12 GMT -5
I was about to say that it isn't a good advice but on second thoughts maybe it's actually a good idea but it's a very tasking work to do and you have to think well about what exactly you have to touch up. Also the people who can actually do that with good results aren't many I guess, not everyone is like Gusta or Mechadon.
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Deleted
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Post by Deleted on Jul 17, 2018 14:26:37 GMT -5
I think you like ALT, and the big reason why ALT ended up the way it did is that, just like with D64, Beewen touched up most of the maps, added many shadows, ensured that switches are framed consistently, and overall improved many things. But yes, it is definitely a time consuming process that requires a lot of passion and deep understanding/knowledge of the overall style and the individual maps.
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Deleted
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Post by Deleted on Jul 20, 2018 6:23:22 GMT -5
Yes I really like ALT, and that was cool to know. It's a process that can pay off well in the end but like you say you need a deep knowledge of both of the overall style and the individual maps. Then I wouldn't say that you can ruin the maps but you can lose some interesting author's quirks or add unnecessary stuff, but I guess these things are also subjective. Now I'm on MAP16, it's done very well and there's nothing to say about that. I'm glad that they kept the puzzle aspects of Doom 64, and I'm more glad that they kept the gameplay similar (from what I recall). I'm pistol starting this but it's glaring that it isn't suited well for that, the maps are doable and well balanced actually, but the meaty and somewhat grnding gameplay stayed the same. You fight many thought monsters, and it's quite refreshing to see many barons used. I'm still not convinced about the look, I know that the goal of the project was to use (almost exclusively) stock assets and maybe I'm just too used to the maps in their original look that it really feels that something is lacking.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Jul 30, 2018 10:11:50 GMT -5
I finished the whole thing, I could immediately tell from the start that more care was put into the visuals than the gameplay, the gameplay felt like an absolute chore, too many high/mid-tier enemies for a player with only bullets and shells to use, I wouldn't have that much of a problem with those enemies though, if they weren't placed in such boring ways across the megawad, that's the biggest problem with the enemy placement, it's BORING, if perhaps the authors spent more time thinking about fun encounters than blindly placing them according to how the original game placed them or whatever, I believe that way they could make a much better product than this compromised brain power.
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Deleted
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Post by Deleted on Jul 31, 2018 8:51:31 GMT -5
Did you play the original Doom 64? Anyway the gameplay is 99% the same, they wanted to port Doom 64 for vanilla Doom 2 basically, there are some different things here and there. And yes Doom 64 gameplay is that dull, I was rather enthusiastic to play this at first but now at MAP25 I have less motivation to continue. Now that I think of I've never heard people talking about the gameplay of Doom 64, whenever it's mentioned the discussion is all about atmosphere, colored lighting, music, the look. Maybe people really wanted to forget how it actually plays lol.
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40oz
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Post by 40oz on Jul 31, 2018 9:07:53 GMT -5
In Doom64, the weapons are beefed up a little. I think all of them except the rocket launcher, plasma gun and bfg fire a little faster. A couple of monsters had their health trimmed a little bit too compared to PC Doom. It's subtle so its almost unnoticeable, but I think its important in terms of keeping the gameplay from being grindy as it probably is in regular Doom.
It's probably important for the egos of the people who worked on this project to realize that, per the vision of the project, the comments on the gameplay are more or less directed at the original level designers who made Doom64 in the first place.
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