After 24 years, Doom II's final secret has been found
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The creatives meanwhile rebell against the final say they never will have in such a project, to avoid it beeing burried by daydreams.
This is what a good manager actually does- keeping a volatile mixture of people detached just enough to avoid a catastrophe - and close enough to harness all the beneficial reactions. Like a force field contained fission reactor on leg.
Of course this is a very different book: it includes detailed reviews of the engine's source code, and translates complex concepts with ease. Plus the print edition is beautiful and colorful (which is a must for a game book).
[1] https://www.amazon.com/Game-Engine-Black-Book-Wolfenstein/dp...
I also remember how bullshit the par times were on each map.
The game can still be jump-scary after all these years with the way the levels and sound effects are designed.
Isnt it amazing how some of these old games with relatively small budgets, teams, and difficult dev tools still seemed to capture great design characteristics, artwork and creativity?
[1]: http://fabiensanglard.net/Game_Engine_Black_Book_Release/ind...
I play urbanTerror (for the jumping element) and OA for similar reasons but mainly in railjump mode which can get crazy fast. Both of these make the original Q3 look slow!
But the grapple hook travel was dope and super speedy.
Edit: not possible to rail jump. But the laser grapple is the killer feature.
I always played the capture the flag version. The speed and precision of it was what really got me into it.
Well there's a modern tribes (ascend?) which is that same concept. Idk if you call it "good" movements, that's a personal thing, some people never get the hang of it.
Not single player though.
I will also randomly recommend Overload, Descent successor in everything but name. Movement isn't super fast but you sometimes need to waste the robots very quickly to avoid getting overwhelmed, or decide on a tactical retreat in a split second.
The Marine team plays much like a slow modern shooter, but the aliens move very fast, and each type of alien has a different movement mechanic for building and maintaining speed.
Warframe is different, it's focused on PvE (although there's a PvP mode if that's your thing). The premise is simple, you are a space ninja with supernatural abilities and you kill hundreds on enemies on each mission. The game is complex and you'll need to read the community wiki to understand some things, but the experience can be very rewarding.
The trouble with it was that it was waaay too short. There are only 9 single player levels. I realize the game is geared towards multiplayer, but I honestly couldn't even get into multiplayer. Everyone was so good it made multiplayer insanely difficult. You pretty much have to be able to beat the game on hard to even begin in the multiplayer space, or grind a shit ton to get powerups.
I do prefer faster paced games. Instagib jk2 especially though that might be the nostalgia taking.
Quake Live also has very nice race mode, clone of defrag, and of course, defrag servers are still alive and have players on them!
Here’s the details: It’s only achievable on Hurt Me Plenty.* You have to start with the pistol: carry-over is cheating. If you’re having trouble, switch on invulnerability to plan out your route. Many peoples routes through levels are too slow.
A great example of the last one: in suburbs there’s a teleporter that take you up really high. It’s heavily used to kill spider demons on Ultraviolence. However, if you go _backwards_ from there, you skip 80% of the level. So the path is:
Pick up final key: clean out the ledge near the start “enough” then use the teleporter to go right to the end of the level.
Oh yes, and auto-aim is amazingly forgiving, you really don’t need to line up your shots especially when the monsters are close and there’s lots of them.
*Some are doable on UV, but sometime you literally can’t shoot them fast enough. However, there’s a separate UV challenge: get 100% kills starting with the pistol. This is easier than the par times (modulo monsters that clip out of the map).
I think Serious Sam was the last time I played that style of shooter, and while I've enjoyed tons of modern FPS games, they feel very different.
The latest Doom games (the ones after Doom 3, confusingly titled Doom and the upcoming Doom Eternal) do a great job combining that old-school shooter gameplay with more modern elements. I highly recommend them!
As well as Shinning Force, Breath of Fire, Phantasy Star, and Illusion of Gaia.
And I'll second the Octopath Traveler recommendation!
But, what if both the players and the monsters both had Wall active? That situation would have an infinite recursion problem. The solution for the game was to say that a spell could only bounce once. That solution led naturally to monsters that always had Wall up and would cast a lot of spells so that you could defeat them by using Wall on yourself.
The only way to win is to die and get a game over screen. THEN use a revival pill!
Edit: mate said "Most likely FF Mystic Quest. Heal 2 different bone skeletons to kill."
The newest Doom was more like Quake and I didn't find many jump scares, still loved it though.
I made it about two thirds in until I had to give up for sheer disappointment. Disclaimer: I still play Doom and Doom 2 occasionally. Those are really good instinctive games to play while you're thinking of a problem. You basically focus on the tactical gameplay and at the same time free your mind to think freely about the solution.
"Prepare to put your Doom Pedantry Hat on for this one, because the secret has been known, and considered a bug."
And to be fair, finding the secret is often only half the challenge, actually getting it is the hard part. And I'm assuming this "bug" was intended, I doubt they would design the game with an intentionally impossible level to 100%.
However, Doom has bugs... so it actually turns out to be possible to trigger it.
Maybe it was intentional and it was just so long ago, no one remembered it?
/edit: “To win the game you must kill me, John Romero”
- You must kill me, Ioannes (vocative: John must kill you)
- You must kill me, Ioannem (accusative: John must be killed)
> then DEDUCE that despite getting the full secret score you didn't actually get to visit one extra area...
I thought that before this, the highest secret score you could get at the end was 90%. Are you saying that this secret is extra, and you can get 100% without doing this?
Been a longtime DOOM fan. I can bet that there are secrets like this hidden in the most recent DOOM game, and expect the same for DOOM Eternal.
The attention to detail that game developers have is unreal.
Also balance was awesome when even a shotgun guy at the wrong time can be critical to you.
And gamers have done amazing things for years.
This gets done, and Romero expresses the great trick that got that secret.
That boils down to a deliberate challenge, not necessarily known to be possible
IDDQD - Degreelessness Mode
Shall i get up voted or downvoted? :)
By the way, a few years back, I was considering writing a POP3 server implementation, just so that I could name it that. :)
// Massive bunches of cheat shit
// to keep it from being easy to figure them out.
// Yeah, right...IDKFA - No Weapons No Ammo
IDDQD - 0 armor 1 health