One Humanity – DOOM 2 Level
romero.com
romero.com
Also Doom had monstet infighting, that seems to exist mostly in other ID games and engines based on their games (half life has this great AI).
Just be wary of letting people manipulate your nostalgia.
Although I don't like the slow parts with 3d platforming.
I was super excited to try Doom Eternal because I was one of the original Doom and Quake generation.
Sadly, I was really disappointed – it felt really linear, a series of set pieces delivered on a conveyor belt, like an old-fashioned arcade game. I installed the raytraced version of Doom 2 and enjoyed replaying it far more – even though Quake 2 wasn’t the best of ID’s titles.
it is just constantly shouting "this is a game!" in a way that for me personally, prevents any immersion in the world they have created
I think there are two main groups of DOOM gamers. One group, who considered the original games to be more of a survivor horror experience - you are stuck in the middle of nowhere, with only a shotgun and hordes of monsters blocking your path. Try to survive with the limited amount of supplies you have. The second group is people who consider DOOM to be more of an arcade experience - you are not stuck with the demons, they are stuck with you.
The first group might not like Doom 2016 too much, but the second group would love it (and love mods such as Brutal Doom).
Its fast-paced dynamics are built-in. You don't hide, you charge, you shoot while running. You bring hell to knees at their own game with sheer firepower and brutality.
Unless, as you say, it is a "reverse survival horror" https://www.reddit.com/r/Doom/comments/ew1gfu/doom_is_a_surv...
In that line, I retrospectively see Doom 2016 as an interaction between two villains. Samuel Hayden, a well-mannered mastermind. And you no-talk all-action, resolving all with force, and ripping demons with your bare hands.
Try Doom 2016 if you haven't already. You can turn off some of the arcardy elements in the "advanced" video settings.
Turning off that, crosshairs, certain HUD elements, adding film grain etc. makes it more cinematic...
https://medium.com/@aaronnemoyten/doom-eternal-is-great-and-...
I’m confused. Isn’t this exactly what original Doom is?
Doom 1/2 monsters dont't crawl to you and then patiently wait for you to hit whatever gamepad button to play a funny animation[1]. They were dumb, sure, but look at the basic zombies in Eternal: they almost don't move. They exist only for the glory kills bonanza for E3 presentations, they aren't even dangerous. Look at the analysis[2]:
> They should be chiefly considered as targets for glory kills, the flame belch or the chainsaw, depending on the player's current need for health, armor, and ammo respectively.
Literal fodder. Yet they have 13 funny animations.
Compare it to a Zombieman [0]: it's puny and doesn't pose a risk... until you get them in numbers and/or you are at the low health. And they are actively trying (as all other monsters) to get closer to you!
And if we talk about a map design here then even D1 maps are not linear (eg [3] or [4]) and were more restricted by the technology (2.5 engine) and performance (386DX as a minimal CPU in SysReq always been a butt of the joke) than actual design. There is a lot of linear levels too, but you still progress them on your own pace and usually you can retract your steps all the way to the start.
Overall both D2016 and Eternal (especially Eternal) is just Quake 3 in Doom setting, especially with all that platformer bullshit and fight arenas.
[0] https://doomwiki.org/wiki/Zombieman
[1] https://youtu.be/31qYHl6Op2I?t=499
[2] https://doomwiki.org/wiki/Zombie_(Doom_Eternal)#Tactical_ana...
[3] https://doomwiki.org/wiki/E1M6:_Central_Processing_(Doom)
The new Doom games are their own thing. And if I was going to recommend either Doom (2016) or Doom Eternal, it'd be the former. Doom Eternal's game design is a bit bloated.
It's a damn shame how modern shooters just don't go hard on mobility/melee satisfaction. Being able to dodge opens up a whole new word of combat interactivity.
Maybe I should reinstall that again...
Also check out advanced gzdoom mods. The gzdoom engine never stopped innovating and now supports near full 3D environments with slopes, room over room, dynamic lighting, etc. but still has the same core frenetic and fast gameplay of the core engine. Here's a good taste of what's out there: https://www.youtube.com/watch?v=O2Db5O5-xk0
No talk, all action. Weapon and monster balance; each time you get plasma, you are happy; you muster all of your attention each time you encounter an archvile. Level design, mixing unsettling sceneries with mazes and puzzles. And you feel the frenzy of hell, with armies fighting with you and infighting each other.
For years the only remotely close thing to that was The Painkiller series. Recently we got Doom 2016 (which is beautiful, pace-wise, and atmosphere-wise) and Doom Eternal (mechanically faster, cartoony, and somewhat cheap story).
For me, the weapon damage to enemy damage in Doom (and its comparison in Duke Nukem) is part of it - in Doom, the common level enemies take a single shotgun shot, or possibly two. It enables you to get in to kind of flow state and with good reflexes etc, avoid damage.
In Duke Nukem, they introduce the pigs from pretty much the end of level 1, and there isn't a common weapon that can kill them before they can get at least a shot off. It's the same with most of the enemies they introduce after the pigs, as well.
The fact that in Doom the common grunts and shotgunners are hitscanners but have a bit of delay to firing and the imps fire physical projectiles leads to more tactical choice and literal maneuvering during a firefight.
I am sure there are arguments to be made about the increased complexity and breadth of Duke Nukems weapons, but both the damage they deal and the common enemies don't allow for the same flow.
Come on! These game push that your character is some special forces, super fit, well coordinated, carrying 5 different weapons - including a bazooka - plus all the other gadgets like night vision goggles, radio, drone etc etc.
But if you are under enemy fire and sprint up to a below waist high fence or 3 foot ladder it is a 10 second obstacle rather than a 1 or 2s diveroll.
Never again Ubisoft...
Some future 40 year old will tear up thinking about the good ole days of Fortnite etc.
I am sure that players will fondly remember Fortnite 30 years from now, but I doubt there will be as much of an active community around actually playing or modding it as there is now for Doom. If nothing else, because games like it (with centralized multiplayer only and with much of their appeal coming from active support by the developers) live and die with their commercial success.
https://itch.io/b/520/bundle-for-racial-justice-and-equality
Meanwhile, not for Ukraine, but trans rights in Texas, there is an absolutely phenomenal TTRPG bundle: https://itch.io/b/1308/ttrpgs-for-trans-rights-in-texas
[0]: https://www.realclearinvestigations.com/articles/2021/09/09/...
Yes, drug addicts' lives have value and police should not murder them.
It's amazing to me that that's a controversial statement.
Perhaps if fewer people of all races (given that more than double the number of whites are unarmed when killed by police than blacks - about 19 vs 9) were belligerent towards police when apprehended during the commission or suspected commission of a crime, the thin blue line that separates the violent criminals of this world and law abiding citizens like you and I wouldn't be forced into such situations where one misjudgement or slight overreaction here or there could end up in a life or death situation.
Fight against brutality of all sorts, sure, but the forced "equality" angle is cringe - and incredibly transparent - and most of the country knows it.
George Floyd died because he was murdered by police officer Derek Chauvin, who was convicted on two counts of murder and one count of manslaughter. The Police Chief testified that Chauvin's actions violated the police department's polices on de-escalation and reasonable use of force. "There is an initial reasonableness in trying to get him under control in the first few seconds, but once there was no longer any resistance, and clearly when Mr. Floyd was no longer responsive and even motionless, to continue to apply that level of force to a person proned out, handcuffed behind their back – that in no way, shape or form is anything that is by policy, is not part of our training and is certainly not part of our ethics or our values."
That's why the person in question died.
Worse, from the perspective of many, the other officers on the scene did not stop officer Chauvin.
Those are, in my opinion, pretty good reasons to protest.
Just out of curiosity, do you get that police confrontations in other Western countries are not as violent, not as deadly?
Are you aware that police are required to receive far more training in many other Western countries?
Is it possible, in your mind, that those two things are related?
And while we're talking about how the police are being violent, maybe we should look to see if they are violent as home? [1]
> law abiding citizens like you and I
I think if we're honest, you would admit that you do not always follow the law. And if you care to admit some of your crimes, we can look up the statistics to see if people of color are more likely to be harassed by the police, arrested, and convicted of those crimes, even if they commit them at the same rate, or lower rate.
> Fight against brutality of all sorts, sure,
In which ways have you fought against brutality?
> the forced "equality" angle is cringe - and incredibly transparent - and most of the country knows it.
You would need to be far more exact in your terminology and claims to have this be a topic worthy of anything but my utter scorn. The law should offer equal protection to people. If you want to try to explain yourself more, with some nuance, I'm here.
[1] : https://www.theatlantic.com/national/archive/2014/09/police-...
All for it. Bought one :}
I mean.. In a lot of these games, those monsters are at home and we're the ones fucking their shit up? ;)
I mean, there's the WW2 era Disney and Looney Tunes shorts, but those were propaganda productions that were part of a war effort from a nation directly involved in open conflict and most people today look back at them slightly incredulously if not with disdain.
./crispy-doom.exe -iwad ./DOOM2.WAD -file ./one-humanity.wad
Latest Crispy Doom build is here:
That being said, I come from eastern Europe and whats happening is seen in eastern Europe as existential fight also for us down the line. Could be compared to how ie US felt during WWII with Hitler and axis. Hundreds/thousands of men are volunteering in each state to go fight in this war. These are not Ukrainians in any way, more like patriots for lack of better term.
Personally, I've donated to the org directly in Kyiv which might use it for aid or for weapons, both are good with me. I would say I hope for peace, but Putin doesn't want it at all regardless of bloodshed, so let's not be naive and kick his ass instead.
https://www.digitaltrends.com/gaming/video-game-red-cross-he...
Edit: also that was a much different issue around intellectual property ownership, I don't think even Microsoft / Bethesda will sue over soliciting donations
In this case, it would be more of a polite fiction, as I don't think anyone is seriously going to take action against a charity effort.
https://waltersgameboy.tripod.com/simpdoom/
AFAIK, they were never sued for it. You still needed the original Doom WAD files to apply the mods over.
Then they put out final and ultimate doom which is basically that. If they didn’t care in the 90s they don’t care now.
Myk Friedman did pretty much everything for the mod.
My contribution was the technical work required to remove id Software assets (graphics & sounds) from the WAD so that it could be published on the popular WAD FTP site of the day. You can read more about it in the "WALTER SAYS" section of the readme at https://www.gamers.org/pub/idgames/themes/simpsons/ulsimpdm....
Sadly, Myk passed away a few years back. I never actually spoke with him, it was all over email and USPS, and some facebook when that came around.
John Romero appeared on a Doom themed episode of the Netflix show "High Score". In the episode, there was a quick montage of a bunch of Doom mods. The was a split-second of a Simpsons Doom mod that appeared on screen. After careful study, I determined it was the original Simpsons Doom by Steve Blauwkamp & Chuck Fuoco. I was this close to being able to say my work was featured on Netflix. Ah well.
But even so, it's irrelevant because all Romero is distributing here is a WAD file, not a modification of Doom itself.
Some total conversions and such could be in a legal grey area or bad place if they take the original assets of the game (sprites, sounds, music, etc) and include them in their WAD files to distribute. There are some projects like Freedoom that recreated the entire asset pack of the original doom games so that someone could use it freely if there are legal concerns.
https://www.chocolate-doom.org/wiki/index.php/Downloads
sudo apt install chocolate-doom
GZDoom should be more preferable for "normal" people that care less about every bit of game mechanic minutiae and just want a high-resolution game. (Only caveat is that it defaults to a blurred display... need to find and change that to nearest filtering)
In GZDoom, you can enable freelook+mouselook, enabling 360 degrees of looking, and gameplay is balanced IMHO by disabling auto aim, requiring you to aim accurately. For extra challenge I like to disable the crosshairs. To me, most of the original levels are really not easier with this configuration so I don't feel like I'm losing the essence of the original Doom with this too much.
You can also use the awesome Brutal Doom mod to enhance the gameplay - it does add lots of gory effects but gameplaywise it also gives the enemies additional attacks and makes flammable stuff a dangerous thing in the game.
Also you can get GZDoom down to 320x200 resolution if you want, and it doesn't set the video mode on the latest versions so no dependency on your graphics card to support ancient hardware resolutions.
"Doom is 2D" is an urban legend dating to the 1990s that badly needs to die. It is not and has never really been true, and should be even more obvious after its open source release.
I haven't made any doom levels, but I remeber some discussion of a restrictions where can't have a room directly above another room.
maybe this limitations turns into the explanation that its 2d? Someone of course posted the maps viewable in the game with tab.
http://www.classicdoom.com/maps/d1maps/d1.htm
You can't look up and down either, so your shots go twords the enemies hieght.
You are right that it definetely has z component in that there are stairs and elevators and such.
But it still not 2D. These types of engines are referred as 2.5D since ancient times specifically because they aren't full 3D but they aren't 2D either.
> You can't look up and down either, so your shots go twords the enemies hieght.
This is a limitation of implementation. Duke3D, built on the exactly same principles, allows you look around, and ROTT too.
> but I remeber some discussion of a restrictions where can't have a room directly above another room
> where you can can go over and under (like a bridge).
You can't have a proper 3D bridge, but you can place a sprite and walk over it, this technique is used by a later DOOM engine mods, Duke3D, ROTT [0]
RoR isn't that difficult to implement in a 2.5D engine, you just need to keep track in which one the entities are located (and Z axis helps here a lot).
Overall, all that 2D/2.5D/3D bickering is pointless if you understand what while DOOM, Duke3D, ROTT engines are 3D, their map layout (specifically the map geometry, not the entities) is 2D only, though with an additional 'ceiling height' and 'floor height' property per sector hence 2.5D.
However some calculations only take into account the two dimensions, e.g. object-to-object collision is often done on the XY plane, hence you can be "blocked" by enemies or pillars or other objects that are "below" or "above" you.
Level geometry is indeed 2D (or rather 2D projectable without intersection, hence the 2.5D moniker)
Gameplay though, is 3D, and actually hampered by not being able to look up down, which for shooting was compensated by vertical auto-aim. There are many places where it's hard to see the enemies above or below, or even where you're going to go/navigate. Luckily the level design is usually nicely done and usually caters for that with enough room space to kinda see things and/or elevators but there are a couple of areas that can be especially tricky or frustrating.
https://youtu.be/Q4GiCg_m8wA?t=55
https://youtu.be/Q4GiCg_m8wA?t=593
https://youtu.be/Q4GiCg_m8wA?t=765
https://youtu.be/Q4GiCg_m8wA?t=923
https://youtu.be/Q4GiCg_m8wA?t=2108
And there are much more of these in Doom II.
I clearly remember (but not in which game) a tight room with ledges on each side where you basically shoot blind horizontally to hit enemies out of screen above.
The magic incantation (from the dir with all yer wads):
sigil: /Applications/GZDoom.app/Contents/MacOS/gzdoom doom.wad SIGIL_v1_21.wad SIGIL_SHREDS.wad
one-humanity: /Applications/GZDoom.app/Contents/MacOS/gzdoom doom2.wad one-humanity.wad
And one more possibly even sillier question, on steam on OSX can you even download the files (because it's only available on windows platform?)
I'm not sure if you can download windows games on mac. I'm assuming you might be able to (Proton lets linux users run windows)
https://www.doomworld.com/forum/topic/109699-if-i-buy-doom-o...
They say society is (among others) defined by a common enemy, and well Mr P fits the role perfectly. Europe wasn't this united since fall of iron curtain (again Russia, there seems to be some sort of pattern here).
The official news from Russia seems like from alternate universe, so surreal. They were always like that, but now its dialed to 11 and a bit more. Proposal from murderer and politician Andrej Lugovoj for forced military service in Donbas for any protesting. Very russian approach...
What's happening now isn't as simple as Russia bad, Ukraine and West good. That's a story told to children.
You're clearly bad at quantifying this stuff, and you're also trivializing the problems of a society and a press where journalists are routinely assassinated for reporting truthfully about their government.
If you look at a list like https://en.wikipedia.org/wiki/List_of_journalists_killed_in_... and think "oh yeah, just like the United States" you are very, very confused about what is going on in the world.