Happy 23rd Birthday, DOOM
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Maybe it's that I haven't actually drilled through an FPS since HL2, and I went in with zero expectations, but I've been really craving opportunities to get through the main campaign.
I was refreshed to get through it by reading this[2] HN article and realizing when I had grabbed it in May I had been as impressed with the visuals today as I was back in 2000 or so when the first Quake 3 beta with the metal reflections (early shader effect)[4].
Just really excellent pacing and challenge ramping, and the first DOOM plot actually worth getting through. I thought I would be annoyed by the RPG-like "upgrade" system, but it works and makes grinding worthwhile. The fatality system lifted from the fantastic Brutal Doom[3] works fine, and there is good separation between exploration and battles.
[1]: https://www.youtube.com/user/arduinoversusevil [2]: https://news.ycombinator.com/item?id=12461896 [3]: http://www.moddb.com/mods/brutal-doom [4]: http://toolz.nexuizninjaz.com/shader/
So OP is saying you need a good GPU for this game.
Software rendering to hardware accelerated 3D
DOS to Windows as the operating system
Internet vs dial-up for multiplayer
Cable modems and DSL becoming common for multiplayer
Not to mention going from an 486/66 with poor floating point and only 4MB memory to a Pentium II 300MHz with decent floating point, a small handful of SIMD instructions, and 64MB of memory
Spoilers: everything.
V.90 which was the ITU standardized version of 56k wasn't approved until late 1998, so who the hell had DSL or cable in 1997?
https://duckduckgo.com/?q=abrash+book&ia=products
For anyone getting into programming or with a sweet tooth for this era, a nice code thriller.
...If you liked having to wait a week to see if your rocket hit.
I still have fond memories of wasted hours rampaging around with a quad damage rocket launcher, hacking away at noobs with the axe, watching people (sometimes myself) electrocute themselves with the lightning gun by mistake, and trying to retrieve good backpacks from the lava in House of Chthon...
However, of the three, Quake 2 has the most active online community (although Quake has a larger pro scene - yes, it's still going. Q3 is dead, with most of the players having moved to QL, no matter how much they complain about its inferiority).
Q3 was better, but 1999 also saw Unreal Tournament and Counter Strike, so I never looked back at Quake.
And I could never get into CS.
But Q3:TeamArena was massively overlooked. It added megatexture to Q3, had massive maps, cooler weapons, and a better aesthetic.
I remember playing Q1 CPU only, on a crappy PC and wasn't really blown away by it.
Q2 I believe was bundled with my first graphic card, and it really made a huge difference.
Ok the Q2 story was perhaps thin, but have you played todays fps'es? (CoD/BF/...)
What Doom and Quake lacked was "press B to kneel behind this waist-height wall". But I don't think that's really an improvement. Getting into and out of cover was janky in every game I played that had that mechanic (Mass Effect, Uncharted, Final Fantasy XV?!). And you were vulnerable unless the game recognized you as being behind cover (until the enemies flanked you that is). Plus there's the effect of "oh boy! Waist height walls! Gee, I wonder if a battle is coming up?"
The point is, the core gameplay of Doom and Quake was nuts, and was never quite replicated in any of the modern shooters (sorry Doom 2016, you were fun though). The game would drop you in a level full of things wanting to murder you and let you figure out how to survive. Many of the things you mentioned are bolt-on extensions to the gameplay that make it seem deeper, but may make it actually shallower because they constrain how you interact with the world; note also how Doom and Quake lack linear, corridor-like levels and "Return to the Combat Area"...
Don't get me wrong, this is fun. But Doom was different even from this.
In Classic Doom, the whole map is available right from the start, and every monster already exists in the level. Enemies can sight and chase you from one end of the map to the other if they're alerted and nothing gets in the way. Plus, the haphazard map layout is confusing and disorienting. You really have to overcome and manage the terrain in order to beat back the demon hordes.
In eleventh grade, we had a classroom with around 20 486 PCs connected in a token ring network. When the teacher wasn't watching, we used to sneak in Doom on floppies, exit Windows out to the dos prompt, and do a manual install.
This was great, but it was a major hassle to do this every time we wanted to play, and to delete the files afterwards.
I came up with the idea of marking the folders as hidden from DOS, and for that extra obfuscation, renaming the folder to start with an extended ASCII character. Sure enough, no one else but my friends could figure out a way in. (We all had Midnight Commander on floppies to run around such problems).
This all went well for a few weeks until the class teacher must have found some way in that we didn't know about. I got dragged up in front of the principal and accused of "hacking the system", since apparently the teacher couldn't figure out a way to remove the files.
I barely escaped a suspension, but that was a great lesson for me in what happens when you usurp your authority figures.
...and get caught.
I'm sure it was Norton Commander at the time ;)
http://doom.wikia.com/wiki/Id_Anthology
https://www.mobygames.com/game/dos/id-anthology
http://www.doomworld.com/10years/doomcomic/comic.php
(You are huge. This means you have huge guts.)
* The History of id Software (Full) - YouTube || https://www.youtube.com/watch?v=cv-byZAauAs
https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
The best way to track id's tech stack is to look at their level design tools:
-DoomEd (not the one you're thinking of - it never made it beyond id) was for NeXT
-QuakeEd - It was for NeXT: You can grab the code at http://www.gamers.org/dEngine/quake/QuakeEd/source.html. If someone has the know-how, they might be able to update it for GNUSTEP or OSX, but it's useless in its current form.
-QE4 (QuakeEd v4) - id's internal Quake 2 editor. It marks the shift from NeXT to WinNT. https://github.com/id-Software/Quake-2-Tools
-Q3Radiant - Robert Duffy got sick of the bad parts of QE4, and modified it into QERadiant. It was all GPLed, anyways. Then he got hired (I think) by id - QERadiant formed the base for Quake 3's level editing environment - Q3Radiant.
GTKRadiant - GTKRadiant was (and still is) maintained by Timothee Besset, who was also responsible for the Quake3 linux ports. It was a (soft) fork of Q3Radiant made engine-independent, and was also based on GTK, so it could support Mac and Linux. It was dual-licensed by id (it was an internal project - god knows why) until the rest of Q3 opened up. It's also the only editor on this list still in active development (as is its fork, NetRadiant).
Who knows what they're using internally now: id has closed their doors since the acquisition.
- Let's play, I walk, you shoot.
One got the arrow keys, the another got the CTRL and spacebar... :)
much better than the viable alternative :)
https://en.wikipedia.org/wiki/Daikatana#/media/File:Daikatan...
https://www.penny-arcade.com/comic/1998/11/25/john-romero-ar...
(Holy crap, Penny Arcade is also OLD!)