Forgotten Doom Engine Based Games.

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Expand view Topic review: Forgotten Doom Engine Based Games.

by Jeric » Thu Oct 02, 2008 23:53

Minor annoyances outside of the fact that the electric arrow was essentially the pistol...only even suckier.

Though in strife's favor I liked its attempt at adding stealth, or at least the option for stealth now and again. I always felt that while strife was 'ok' as a game, I wanted to see more of the world. Then again considering I only picked up the game last week...meh. I liked the promise that guy in the bar offering that dead end had of more side missions and being able to play to the 'you're a mercenary' character that the single paragraph in the manual gave out about your background/why you're there.

Bah. The problem with doing anything strife related in terms of adding material is catching the same funny/weird quality the original VAs gave to things, since frankly they're a major reason why I found the game to be enjoyable beyond how velocity/rouge pushed the doom engine as far as it was able to go in 96.

by BlazingPhoenix » Wed Feb 22, 2006 3:05

*has a sudden urge to want to make a Heretic map...* Well I did a while ago but then I got bored.....as always......

by Paul » Tue Feb 21, 2006 21:18

Snarboo wrote: Another mod idea I had would be to bring the characters from the three other major Doom engine games to Hexen: Corvus, Strife Guy, and Doom Guy. This is a fairly common idea but I have not seen this done outside of a skin mod.
I'm sorry but I must disagree. In my eyes, mixtures of games' resources (such as that horrid EBDoom thing..) only destroy atmosphere of more games. One thing I simply can't stand is using Hexen's things in Doom, mixing the two, in my opinion, results in destroying the games' individual uniqueness. For me, a mixture of Strife, Doom, Heretic and Hexen wouldn't be 4 games anymore. It would be one - Zdoom. And I'm more sick of those combos than the original titles.

by Enjay » Tue Feb 21, 2006 19:51

As do I. However, aside from the lack of shotgun, for me those were all minor annoyances.

by Paul » Tue Feb 21, 2006 18:47

I support all that was said by the above poster concerning Strife.

by Shinjanji » Tue Feb 21, 2006 18:31

There are a few things about Strife that annoyed me
First off was the art. It was good art, and most textures blended well with each other, but I just never really liked them.
The assault rifle does sound a bit weak, yes. But that never actually bothered me before
The minimissiles. They feel WAY too weak.
The Sigil's single-frame-screen-invert is hell on my eyes, especially when it's dark in the room.
And yes, the lack of some shotgunnery was a downer, but the Mauler is... well... nevermind.
The Flamethrower's high-pitched whine when it's idle. I don't use the weapon for that very reason.

by Enjay » Tue Feb 21, 2006 12:43

TheDarkArchon wrote:Plus there was the Godawful assault rifle noise (Seriously, what the HELL were Velocity thinking when they used it?)
Agreed. It sounds like a snare drum to me, not a weapon at all.

by TheDarkArchon » Tue Feb 21, 2006 10:45

Enjay wrote:
Weapon-wise, Strife was really only missing a shotgun IMO. None of the weapons in Strife filled the niche occupied by the "blam-chikchik" multi-pelleted action of the Doom shotty. :D
Plus there was the Godawful assault rifle noise (Seriously, what the HELL were Velocity thinking when they used it?)

by Snarboo » Tue Feb 21, 2006 1:52

Enjay wrote:Hexen had better weapons IMO but only 4 per class was far too few for to play through a full game of 30 or so levels. Especially as the game has quite a variety of monsters. It meant you went too long with a very limited choice of which weapon to use against the bad guys. Again, some nice ideas: like finding the ultimate weapon in sections and assembling it, but it would have been better if the sections were usable somehow, like the Strife Sigil.
Wolfen solved some of those problems by giving each class one new weapon, and a weapon that all classes could use(I think): the blunderbuss.

If I was to do a mod for Hexen, I would make a similar choice and give each class a new weapon and a weapon that all classes could use. Kind of like the flechette, only not an inventory item. Another mod idea I had would be to bring the characters from the three other major Doom engine games to Hexen: Corvus, Strife Guy, and Doom Guy. This is a fairly common idea but I have not seen this done outside of a skin mod.

by Enjay » Tue Feb 21, 2006 0:50

My problem with Heretic is that the weapons felt like dull and uninspired medievalised versions of the Doom weapons with the fun factor removed. The idea of "toming" the weapons was cool though. The firemace "steel bubble blower" was just shit as an ultimate weapon.

Hexen had better weapons IMO but only 4 per class was far too few for to play through a full game of 30 or so levels. Especially as the game has quite a variety of monsters. It meant you went too long with a very limited choice of which weapon to use against the bad guys. Again, some nice ideas: like finding the ultimate weapon in sections and assembling it, but it would have been better if the sections were usable somehow, like the Strife Sigil.

Weapon-wise, Strife was really only missing a shotgun IMO. None of the weapons in Strife filled the niche occupied by the "blam-chikchik" multi-pelleted action of the Doom shotty. :D

by Graf Zahl » Mon Feb 20, 2006 23:42

There isn't much good for Heretic.


By far the best thing is Udderdude's Hordes of Chaos (despite the idiotic level names) - which adds a lot of Doom and Hexen monsters, so it isn't even particularly faithful!

by BlazingPhoenix » Mon Feb 20, 2006 22:34

I'd like to see some Heretic and Hexen wads more than Doom wads as well.....I hardly have any Heretic wads :(

by Enjay » Sun Feb 19, 2006 13:38

farlowj wrote:You know, it could just be that people don't want to make new sprites for their mods, so they use the original monsters, and the only story that really fits with the old monsters involves teleporting and that crap.
Oh, absolutely. If you want to make a level, then the obvious thing to do is to stick with the basic theme of the game. Departing from the original theme can very quickly make the original game resources inappropriate - and therefor a whole bunch of extra work looms over the horizon.

What's more, the original stories are usually pretty entertaining and part of what attracted the player to the game in the first place. Changing them means potentially a less appealing story/game with less well made or balanced monsters, less good looking textures but all taking more work.

However, it does get a be same-old same-old. I wonder how many WADs in the archive basically repeat the Doom story in their text file.

by jallamann » Sun Feb 19, 2006 4:58

Silver Sonic wrote:
jallamann wrote:But I have a fascination of the weird and uncommon anyway.
Like Warcraft Doom? ;)
If it should ever be finished, I don't think I'd release it... Blizzard are kinda tough on their copyright policies. But if I can write a tool that'll extract the needed data from WoW or make a tool that will check for an installation of it... Then maybe. It's not on my priority list anyways.

by BlazingPhoenix » Sat Feb 18, 2006 21:47

I think a nice little 3 map conversion involving Heretic stuff might be cool in a Doom map(with some Doom monsters as well but Heretic themed).

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