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PostPosted: April 24th, 2017, 6:51 am 
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Just checked out Fallout 2 MODDB site. Wow, there are some impressive mods, few but promising total conversions. Will have to check them out once I have an occasion. Hope they do the justice.


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PostPosted: April 24th, 2017, 10:56 pm 
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Couple years back I had had a Final Doom original CD, but I have trashed it along with some other stuff I considered useless. This is basically how captivated with Doom I am. Brutal Doom reminds me more of Duke Nukem 3D enhanced with modern maneuvers, thus if I give it a better try, it will probably be on "Freedoom" base, unless I skip it entirely. Though I am willing to check out Doom 3, especially that it is such an anathematized Doom game.


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PostPosted: April 25th, 2017, 5:10 am 
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Darkon wrote:
It would take a lot of effort and risk to win anything against a big company, therefore satisfaction seems the best benefit, reasonably speaking. What in the original Doom or the miscellaneous authorized materials around it suggests features included in Brutal Doom that feel somewhat extra even for nowadays gaming standards, were copyrighted or at least prethought by the developers back in the days? I see the point which you make, ideas and implementations can look similar but have different sources, next to inspiration following different route than it may seem at the first sight, nevertheless we must come down to stating who actually did it first in the proper form. Were certain ideas even possible to be implemented in the DOS times, taking they existed? Why were they abandoned later, if present?


A lot of this comes from Doom's design documents, which were publicly released some time ago (along with the so-called "Doom Bible") and numerous game design tomes that surrounded its release, particularly Masters of Doom and Scarydarkfast. SgtMarkIV himself acknowledges this as the source for a siginificant amount of his inspiration.

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PostPosted: April 28th, 2017, 11:28 pm 
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Compared to Quake 4, Doom 3 mechanically seems to me a better play, even just due to the running option available.


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PostPosted: April 30th, 2017, 12:29 pm 
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"GZ-Doom 3.0" sourceport just came out. I learned it works with shareware IWAD files of Doom, Heretic, Hexen and couple other games fanmade just for that sourceport. Ha! So I can play Doom without buying it. Now need to check whether MODDB contents for Ultimate Doom agree with Doom1.WAD.

BTW, Doom 3, thumbs up. Just mod it and tweak it.


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PostPosted: April 30th, 2017, 12:51 pm 
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Ha! So I can play Doom without buying it. Now need to check whether MODDB contents for Ultimate Doom agree with Doom1.WAD.

Unfortunately, "GZ-Doom" says the shareware version files are uncombinable with further contents. Pity! Still good.


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PostPosted: April 30th, 2017, 1:33 pm 
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What pissess me off in the old Doom is that on Nightmare difficulty the enemies just randomly spawn, forcing one to speedrun. Good if someone wants to make a speedrun, bad if searching just for an increased steady difficulty. Guess Ultra-Violence is the highest common to go. Anyway, classic Doom fails to attract me. Pity.


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PostPosted: May 1st, 2017, 1:42 pm 
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Darkon wrote:
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Ha! So I can play Doom without buying it. Now need to check whether MODDB contents for Ultimate Doom agree with Doom1.WAD.

Unfortunately, "GZ-Doom" says the shareware version files are uncombinable with further contents. Pity! Still good.


Well, yeah. If you've got the free version of Doom, you can play the free version of Doom. GZDoom doesn't include any of Doom's assets, it's just an engine. Anything more than that would be piracy.

Darkon wrote:
What pissess me off in the old Doom is that on Nightmare difficulty the enemies just randomly spawn, forcing one to speedrun.


Not entirely random. Monsters dead for 12 seconds or more have a 2.6%-per-second chance of respawning at their start locations.

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PostPosted: May 2nd, 2017, 3:17 am 
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Ded10c wrote:
Not entirely random. Monsters dead for 12 seconds or more have a 2.6%-per-second chance of respawning at their start locations.

Wow, precise knowledge. What made you check this out, as certainly it would be foolish to think that my inquiry?

Doom 3 amazes me with playability, just like Quake 2. There are also some interesting mods to it. For example "Classic Doom" is the first campaign of Ultimate Doom translated into Doom 3 conditions. Nice!

Giving it a try on Nightmare difficulty level, "Redux 0.95b" mod allows it right off the bat, which unnecessarily spoiled the game a bit for me, since certain special features - normally appearing later - are introduced from the start. Wonder if I will manage to make it to the end with the terms taken.


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PostPosted: May 4th, 2017, 8:50 am 
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Darkon wrote:
Wow, precise knowledge. What made you check this out, as certainly it would be foolish to think that my inquiry?

I've been a Doom modder on-and-off for a few years, I use the Doom wiki, and I'm a graduate games design student so I can intuit how games do things.

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PostPosted: May 5th, 2017, 4:46 am 
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Ded10c wrote:
I've been a Doom modder on-and-off for a few years, I use the Doom wiki, and I'm a graduate games design student so I can intuit how games do things.

Congrats on graduation, last time you told you were still a student, unless we talk about sub-master, midstudies degree?

"IdTech4", the Doom3 and Quake4 engine, looks okay. I know there are already "IdTech5" and "IdTech6" iterations - the latter one being the engine Doom4 runs on - but I think with all the gloom featured in Doom3 and Quake4, the "IdTech4" would make decent Aliens franchise game foundation, looking back to the Aliens versus Predator Classic, which itself was a very dark game.


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PostPosted: May 5th, 2017, 6:25 am 
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Darkon wrote:
Congrats on graduation, last time you told you were still a student, unless we talk about sub-master, midstudies degree?


I handed my dissertation in last Friday. Just a bachelor's degree for now - not planning a master's or doctorate yet but it might come in future.

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