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  • Not that i noticed, but other games i play are kinda old and pretty much maxed out for speed already.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    • Originally posted by Asher

      To me it sounds like somebody's just a tad bit upset that they can't run it.
      I can run it. I just have no desire to.
      Rethink Refuse Reduce Reuse

      Do It Ourselves

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      • 1. Apoc + Solver: FYI, Doom had night vision goggles. They existed very rarely and it lasted for the whole level/life.


        They didn't last for the entire level...it was on a time basis like the hazmat suit. I guess you were just able to finish the level fairly quickily. At least I'm pretty sure it was based on time since I swear I remember them running out. And although Doom 3 is based on the original Doom, there are many differences. Mainly it looked like the UAC was far better funded. But even putting that aside, you never really needed the night vision goggles for Doom and Doom 2.


        Night vision in Doom1/2 was, IIRC, 120 seconds. And it's true they were never much needed, there was one very dark room near exit in Doom1, but generally, you could see fairly well without them.

        2. Solver: Night vision doesnt necessarily mean ruining a game that is supposed to be dark. In AVP, the marine had a choice between using limited number of flares and motion sensors to be able to detect any incoming enemy and the expense of becoming a brightly lit christmas tree in the dark, giving away his location.... or use nightvision mode at the expense of powering off motion sensor and blinding oneself whenever the muzzle flare went off to shoot the gun.


        Alright, but why go such a complex route if they made it way easier? Flashlight - you can see very well with it, and have the drawback of being unarmed and, yes, being a light source so former humans can spot you. The system works very well, with a perfect tactical aspect to it of what you want to have.

        i always like multiplayer more but solver seems to always like single player more. come to your own conclusions.


        It's a complete matter of personal preference. I do, for instance, like multiplayer way over single player in RTS games, as there the AI is generally too poor and predictable to give a challenge. Single player in shooters has a certain appeal to me, especially Doom-style, and, as said, it's a matter of personal preferences.

        ai hasn't advanced much since the original doom i'm sure. one lesson the original doom taught is it's always better to have a million dumb monsters than a few strong ones. with tons of small monsters you can also use them much better in a gameplay sense. fighting in large open areas becomes more possible and still remains fun and challenging. that's why doom was brilliant - combining a fast and strong player with hundreds of dumb yet varied monsters produced fun gameplay because of all the different ways fights occured. how does doom 3 compare? is it as bad as i would fear?


        Doom3, to me, felt very much the same and very much different. I mean, I felt that I am actually playing a Doom game, yet fights were, of course, different. I think I have fought up to 7 monsters at the same time, but generally, 1 to 3 are normal amounts. As for exploiting the AI, if that's your choice, you can probably do that. However, well, Doom3 monsters are seen doing clever things sometimes. Doom2 fights sure were diverse, yet I ended up using the shotgun every time almost if I had the ammo, hehe, same here largely, as it's a damn good close range weapon.

        Doom3 monsters are stronger than in Doom3. 6 Imps in Doom2 were nothing, in Doom3 they would be trouble. Same goes for Hellknights, you have less space here, and 2 Hellknights are a damn good challenge. Actually, it was often harder to fight many small monsters in Doom2 than one big. Here's why. If you were fighting a Cyberdemon in Doom2, it would be a classic duel, you vs. him, you'd have space to move around and presumably ammo. I can beat a cyberdemon, if I have my rockets, without taking a point of damage. Think Tower of Babel level, it's easy actually, tons of rockets, and a supercharge, bah, cakewalk. Whereas fighting 20 imps is harder in the sense I'd probably end up taking some damage, as it's hard to avoid all the 20 fireballs coming at you at the same time.


        Zero - great point on engine. I also love to think of Doom3 future, with all the mapping. In a year, comps will be able to handle custom maps with good lighting and open spaces. In two years, maybe outdoor or indoor maps with a dozen monsters at the same time. The future .
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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        • I understand why they didn't include MP in the game (advanced MP that is), since (as already mentioned) Doom III is a SP game... but I sure hope they release an addon (or some people make a mod) that makes it possible to play Co-op, or the idea mentioned above with deathmatch with random enemies



          A different thing I also would like them to fix in the game, is to make the enemies (like spiders) be able to actually crawl on the wall etc, instead of only scripted (entrences)... I don't know about you, but it would be nice (scary) when some spider crawls along a dark ceiling, then when it gets close enough it jumps
          This space is empty... or is it?

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          • There are already tons of mods there, including co-op.

            Monsters like imps can crawl on walls without scripting. I've seen them do so and am sure it was not a script. Yes, there are scripted appearances, and non-scripted too.

            Oh, and as for ID games, I've always viewed it like Doom for SP, Quake for MP. Look, they were so inspired by how popular Quake 2 DM turned out to be, that they released Quake 3, which was just pure MP, without advanced SP. So I'm pretty sure that Quake 4 will be exactly what MP fans want. OK, we know it's a retelling of Quake 2 story in SP campaign, but there, I expect, emphasis will still be on MP. It's probably another year and a half till Quake 4 release, so by then computers will be good enough to handle big maps on Doom3 engine.
            Solver, WePlayCiv Co-Administrator
            Contact: solver-at-weplayciv-dot-com
            I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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            • Originally posted by Solver
              There are already tons of mods there, including co-op.
              I read somewhere (Wasn't it this thread?) that the co-op mod was a fake... all it did was crash the game and send the key to the creator of the mod

              Originally posted by Solver
              Monsters like imps can crawl on walls without scripting. I've seen them do so and am sure it was not a script. Yes, there are scripted appearances, and non-scripted too.
              As far as I know, I've only seen scripted enemies for now
              This space is empty... or is it?

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              • There are two co-op mods I've seen, one I think is real, though I haven't downloaded either.

                Many enemy actions are truly scripted, but I saw two good things. First, some nice actions are apparently unscripted. Second, scripts are written in a completely C style language, and will be well used in custom maps.
                Solver, WePlayCiv Co-Administrator
                Contact: solver-at-weplayciv-dot-com
                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                • Originally posted by Apocalypse
                  MP doesn't seem to work for me. It seems like there is some rubber band connected to me and I can't stray too far from where I spawn and always revert back....
                  Will no one explain this?
                  "Yay Apoc!!!!!!!" - bipolarbear
                  "At least there were some thoughts went into Apocalypse." - Urban Ranger
                  "Apocalype was a great game." - DrSpike
                  "In Apoc, I had one soldier who lasted through the entire game... was pretty cool. I like apoc for that reason, the soldiers are a bit more 'personal'." - General Ludd

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                  • I've played for a little over an hour.

                    I had to stop, only partly because I'm oncall tomorrow.

                    That is some creepy, atmospheric, downright scary ****.
                    "My nation is the world, and my religion is to do good." --Thomas Paine
                    "The subject of onanism is inexhaustable." --Sigmund Freud

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                    • I've been playing it a second time...I think the first few levels are far more freakish than the latter ones. There are also some pretty funny stuff that can happen in the beginning levels.
                      "Yay Apoc!!!!!!!" - bipolarbear
                      "At least there were some thoughts went into Apocalypse." - Urban Ranger
                      "Apocalype was a great game." - DrSpike
                      "In Apoc, I had one soldier who lasted through the entire game... was pretty cool. I like apoc for that reason, the soldiers are a bit more 'personal'." - General Ludd

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                      • Originally posted by Adagio

                        A different thing I also would like them to fix in the game, is to make the enemies (like spiders) be able to actually crawl on the wall etc, instead of only scripted (entrences)... I don't know about you, but it would be nice (scary) when some spider crawls along a dark ceiling, then when it gets close enough it jumps
                        One thing I loved about the AVP games. But when enemies can pop up in all 3 dimensional direction, especially in dark places... it can get really nerve wrecking. I sweat playing marine's campaign on director's cut mode... it takes every inch of concentration and effort to beat a level....
                        :-p

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                        • Now that I'm getting towards the end, I'm starting to like the game a little more. The sound seems to have fixed itself somewhat, either that or I've just gotten used to the low quality.

                          The first trip into hell was pretty cool. The lighting effects when you are fighting the guardian are sweet.
                          "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

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                          • just wanted to say that I like the way new monsters are introduced via cutscene seconds before you encounter them.

                            Mainly because, I have to admit, that this is the first game I have played where the actual gameplay looks as good as the cinematic cutscenes. Even on the lower settings, which is needed to eliminate choppiness so you can see everything as it happens.

                            I'm used to seeing a beautiful cinematic and then having the gameplay revert back to blah, but in this game, the hideous detail of the cinematic monster is still there when gameplay resumes...

                            So far, my favorite experience is riding down a lift and being surprised as a hideous demon starts crawling down the walls of the lift shaft after you...yummy
                            While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.

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                            • Meh...games like Wing Commander Secret Ops have had engine driven cutscenes.
                              "Yay Apoc!!!!!!!" - bipolarbear
                              "At least there were some thoughts went into Apocalypse." - Urban Ranger
                              "Apocalype was a great game." - DrSpike
                              "In Apoc, I had one soldier who lasted through the entire game... was pretty cool. I like apoc for that reason, the soldiers are a bit more 'personal'." - General Ludd

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                              • Engine driven cutscenes are not unique at all. What is unique is the fact that Doom3 looks as good as intro/intermediate movies for games, all the time. Think of the recent Hitman: Contracts. Nice graphics in game and for in-game scripted cutscenes, and there were also movies between missions - Doom3 is that quality, at the very least.
                                Solver, WePlayCiv Co-Administrator
                                Contact: solver-at-weplayciv-dot-com
                                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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