|
Post by Smite of Disrespect on Apr 20, 2020 6:57:09 GMT -5
I found a really cool Doom 64 custom map! It can run on both Doom64EX or the new official port. I wish the Doom 64 mapping scene was HUGE like Doom's so I'm posting this here in the hopes that it will get other people psyched as well. I'm doing a UV pistol-start playthrough of D64 and tbh a lot of the maps feel like babby's first map after having played WADs like Eviternity and Preacher and some DBP's
I think Doom 64 mapping has tremendous potential because of the unique lighting. I think what's holding it back (aside from D64's relative obscurity) is the missing monsters, like the revenant and arch-vile. If the ZDoom guys made a port for D64, though, then you could fill in the missing monsters and extend the life of the game through modding, though I prefer vanilla-gameplay and only use cosmetic mods, like hi-res sfx, brightmaps, etc.
If you don't have Doom64EX to play this map, you can download it along with Doom64.wad from the Doom threads in /vr/; it's in one of the MEGAs in the OP. The new port looks a LOT better, though.
edit: I forgot to mention, this board should do a Doom 64 DBP WAD at least once!
|
|
40oz
diRTbAg
Posts: 6,108
|
Post by 40oz on Apr 20, 2020 8:53:54 GMT -5
Oooh that does look cool. Ive never tried Doom64 mapping before but ive always loved how stylish it was. Now would be a good a time as ever to try with the rerelease.
That would be a cool idea to try a Doom64 exclusive DBP one month.
|
|
Justince
Doomer
Professional Face-Puncher
Posts: 495
|
Post by Justince on Apr 20, 2020 10:20:17 GMT -5
The mapping scene would be bigger if the artwork in that game wasn't so fucking bad. The textures look like utter shit and the clownish lighting doesn't help at all. Your map looks pretty good but overall I'm not a fan of this game.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 20, 2020 16:45:20 GMT -5
The mapping scene would be bigger if the artwork in that game wasn't so fucking bad. The textures look like utter shit and the clownish lighting doesn't help at all. Your map looks pretty good but overall I'm not a fan of this game. You really read my mind. For years I've thought I was nuts because I disliked the way the art looks in Doom 64. Everyone seems to think it's really great or whatever, but it kinda sucks. Especially when you consider the source material, which despite being older looks way better.
|
|
|
Post by Smite of Disrespect on Apr 20, 2020 17:03:52 GMT -5
> The textures look like utter shit and the clownish lighting doesn't help at all.
Yeah, well, you know, that's just, like, your opinion, man. I dunno what you mean by the textures - are you talking about the sprites? or the wall textures? Sure some of the sprites don't look as good, like the original Baron and Hellknight are better, but some sprites do look better, for example the D64 arachnotron. And I like the new lighting as well. I don't know the specifics but I know the floor and ceiling can have different light levels, unlike original Doom. I know Doom 64 is meant to be dark - compare Doom64EX to the new port for example, EX is dark af, but I still find myself using the new port's default brightness on this map just because I like the colors. I even started using some of the D64 sounds as sound mods in Doom/Doom2, like the Baron and Hellknight alert sounds, the caco death sound, the PE and mancubus pain sounds, and a few others. If only the bestiary was maintained - then you could have all the monsters AND the new mapping tools that D64 comes with, like the new lighting, new triggers based on item pickups, and new doors.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 20, 2020 17:57:47 GMT -5
I dunno man, colored lighting can be really cool when it's done well and done artfully. Doom 64's colored lights are too jarring, perhaps too obvious, which is why Justince used the adjective "clownish". They lack subtlety. In my mind, one of the best games to utilize colored lighting well was the original Unreal from 1998. The monster sprites also lack the correct tone for a game like Doom, as they evoke humor rather than horror or fear. Here's an example: This cacodemon looks like a claymation figure from a Primus video, or perhaps a character from Killer Instinct. It doesn't look as menacing and serious as the old monsters do.
|
|
|
Post by Smite of Disrespect on Apr 20, 2020 22:04:53 GMT -5
I admit, I also thought Doom 64 sprites all looked terrible when I first saw them, even in 1996 or whenever it first came out, but then again it was competing with Quake and Goldeneye and SM64. I played like the first 2-3 levels recently before decided I didn't like it. I didn't come back to it again until I saw that post on DoomWorld. I had never played a D64 custom map so I gave it a shot and I ended up really liking the mood and atmosphere.
And I unironically think the D64 caco looks scarier. Like I said, some sprites look better, some worse, depending on who you ask.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 20, 2020 23:38:03 GMT -5
Why the hell this caco is wearing handcuffs - is he a sadomasochist? But overall I liked what I played of Doom64 (didn't finish my playthrough, because the map07 remake is a jump in difficulty), and no, I don't think textures are bad. In fact, I like Doom 64 textures and layouts. The caco sprite does look stupid though.
|
|
dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
|
Post by dmdr on Apr 21, 2020 3:06:16 GMT -5
lol, I'm not sure comparing the totally not menacing or serious d64 caco to the also totally not menacing or serious original caco is really helping your case dude. Plus the original has painies and revs, waPUH waPUH, which are also quite goofy (the worst sprite in d64 vis a vis the original has to go to the manc with his lil' elf ears and comical waddle. The cyberdemon isn't great either). FWIW I think the arach and painies compare favourably to the original sprites, even if they are blurry CG renders.
the real issue with d64 has to be the woefully incomplete bestiary.
|
|
40oz
diRTbAg
Posts: 6,108
|
Post by 40oz on Apr 21, 2020 19:34:59 GMT -5
My impression of Doom64 started with a young as hell lil fawty getting it picked off the shelf by my brother in blockbuster one early summer evening. With the last 2 days of the rental spent running around helplessly in the dark shadows of MAP02: The Terraformer. I didnt get to play the game nearly enough time to get a deep enough whiff of its scent. It stood disattached in my memory as a really thrilling new game made by genuine Doom fans and took the really correct (imo) turn into the dark creepy aliens-like horror/action plus lots of violence concoction it was originally supposed to be.
If you think about Dooms evolution from demon laden zigzaggy comic mischief limited edition Wolfenstein clone on PC, to Aubrey Hodges sfx and ambient music plus the afterthought nightclub styled colored lighting all over the original maps in PSX Doom, finally to the dark over-the-top death metal gorefest that is Doom 2016 and Eternal, Doom64 hits that perfect sweet spot right in the middle of that triangle.
Still the same engine, all new graphics, a proper application of the colored lighting in 30+ brand spanking new levels created by true Doom fans at the same company behind Mortal Kombat.
I'll fuckin take that double headed chainsaw and the super fast chaingun with perforated barrels, even with the weird reloading super shotgun. Fuck your revenants and your archviles. I can live with nightmare imps, double barreled arachnatrons and pain elementals with two motherfuckin mouths that shoot single shotty lost souls.
I dont think we will ever see love and accurate representation for Doom in a modern video game company like that for a very very long time. Doom has taken on a life of its own in this weirdly romanticized literally too angry to die caricature of itself. I really dont see a near future where our beloved franchise will break out of that.
My fragmented childhood memories of Doom 64 left behind a mysterious void about what lies ahead in that little gray N64 cartridge, and when i finally played it to completion nearly 10 years later, I was not even a little bit dissappointed. I thought the game was fucking awesome and rightfully ditched all the kooky gamey-ness of PC Doom's camel soundfx and minute and a half buzzy slayer midis and replaced it with a fresh new coat of paint that really feels right together.
I can get behind the textures being clownish but I think the colored lighting and audio really carries atmosphere in that game. It inspired a lot of what i feel is some of my best doom mapping work in UAC Ultra.
No disrespect, but its almost alien to me to read that there are some people that feel otherwise.
|
|