The Doom Movement Bible
doomworld.com
doomworld.com
1. DOOM had wall running (by accident):
> So in other words, when the player is moving northwards or eastwards with a XTAP / YTAP greater than 15, and has the initial movement check blocked by something, the engine has the potential to perform two full movements in a single tic! Note that this doesn’t actually change the TAP or anything - it’s just as if the player moves two tics’ worth of movement in a single tic.
2. DOOM also had deliberate rocket falls - like a rocket jump except you'd do it against a cliff and fall further away from the cliff as a result. This was used to clear a wall needed to get to the Episode 3 secret mission.
I hope, somewhere in DOOM 2016 single player, I turn a corner and see an up to date but recognisable E1M1.
Edit: of course this probably would be different if the doom source code wasn't released at some point of time...
If you haven't already, you should check out Brutal Doom[0]. It improves upon the graphics and gameplay a lot -- but still manages to keep much of the original atmosphere
we played hours and hours every week of enemy territory in the office in 2007-2009
... on Linux (and the occasional Windows and Mac in the same server) no less!
SoftDorothy: https://github.com/softdorothy
I wish there were more.
Edit:
Abuse: http://abuse.zoy.org/
It was so rare back in the day that I vividly remember games that did actually go open source.
Thats basically strafe jumping with air control:
https://www.youtube.com/watch?v=p_DwN4z5UMo
https://www.youtube.com/watch?v=lANjZ0NO8XI
and some examples with fights: https://www.youtube.com/watch?v=mHo4l-qmGHI
This was by far the most hard to master, and most rewarding skill, once you can do laps around the maps you lost track of time, and find your self doing this for hours.
The same could be asked for Quake 1 & 2 :)
I'd say Crispy Doom (or Doomretro on Windows) are good balances.
It even had an option to replace the sprites with 3D models, but I found I much preferred the sprites.
If you insist on using your CD rather than using a GOG or Steam copy, you'll want to be able to get at a "doom.wad" file. Depending on the CD you have, it'll either be available as a regular file, or compressed as an LHA archive. In the latter case, you'll find either one file such as "RESOURCE.1" which you can extract directly with lhasa, or several files like "DOOM_SE.1", "DOOM_SE.2", etc, in which you'll want to cat them all together into a new "DOOM_SE.lha" file and then extract that.
It has a few odd non-retro options enabled by default (screen shake on impact and translucent firey projectiles being the main ones that annoyed me, but they're easy enough to disable) but other than this is probably the closest to a "pure" DOOM experience I've had on a modern OS - not counting DOSBOX of course.
It's also Open Source: https://github.com/bradharding/doomretro
ZDoom is one of the most popular source ports capable of running all WADs and it's still being maintained. GZDoom is the OpenGL supported version of ZDoom with new scripting capabilities and GL lights.
For Quake 1 there's the DarkPlaces source port, and for Quake 2 there's Yamagi or Q2PRO.
and then there's Zandronum, which is built on GZDoom and adds modern multiplayer features (servers, in-game joining, etc).
As for Quake 2, Yamagi Quake II is the best (yamagi.org/quake2)
A list of all active multiplayer servers can be found at http://q2servers.com/. You can usually find people playing action, ctf, deathmatch, and jump mods.
(Source: I still actively play Q2)
For Quake 1, tyrquake. I can't remember what I have for Q2.
Also you might want to check out http://celephais.net/board/news.php which has a ton of very high quality user content for additional chapters, like mini expansion packs. Some really great level designers and artist who are making still making stuff for this game.
Strafe-running definitely works though, and it's a trick I've used for some time, even in multiplayer.
(Also, if you're curious that Doom is still around, I highly recommend Zandronum[1]. An excellent port. And there are still mods coming out that are incredibly playable, which blows my mind.)
It clearly wants to be an arena shooter, but it couldn't let go of loadouts from Call of Duty, nor the "modern" Halo roots the team had previously worked on. (see: Call of Duty)
The result is an amalgamation of everything wrong with modern multiplayer shooters, distilled through a DOOM filter and collected in a toilet. It wants rocket launchers, but it kills in two shots instead of one because you can just spawn with one.
It's a damn shame. Instead, I decided to go play the Unreal Tournament alpha.
Unreal Tournament alpha is not much better, the netcode is weird, the new movements are extremely buggy and the weapons are unbalanced. The only good thing about UTalpha is that they stick to the original vision: Fast paced, aim-skill game, with very little novelty (other than movements and like one weapon's behaviour has changed)
I am looking forward to overwatch, although its not a real FPS, at least I feel like Blizzard cares about the game they push out and are not blindly following trends.
I been playing UT since early 2000s when i was just a kid and I feel sad that so little importance has been given to this title. I wasn't expecting Doom to be another QuakeLive, but at the same time not another "CoD12: Future Ops from Hell - Mom get the camera edition"
if only... :P
i've certainly lost a lot of time to resolving collisions by considering the inbetween steps, using lines, fat lines and all sorts...
Seriously one of the best online communities ever.