DOOM

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Vanilla bridges are different from D64's, that actually appear solid from below and aren't just a bunch of midtextures.
Are they actual functional bridges, or just a kind of decorative beam? I do not remember any functional fake 3D bridges that truly went beyond what vanilla could do.
 
Are they actual functional bridges, or just a kind of decorative beam? I do not remember any functional fake 3D bridges that truly went beyond what vanilla could do.
They're fake bridges because they still required a (silent) sector move, but they appeared real enough and you could walk underneath them. These are from map 11. They're not used all the time, but you definitely couldn't have structure as seamless as this in vanilla.
1779031074440.png 1779031079767.png
 
They're fake bridges because they still required a (silent) sector move, but they appeared real enough and you could walk underneath them. These are from map 11. They're not used all the time, but you definitely couldn't have structure as seamless as this in vanilla.View attachment 9018760View attachment 9018761
They are not bridges, they are just solid sectors raised or lowered by trigger lines. If you noclip between the lower and upper level, you will see an empty space between two textured linedefs. That's literally the easiest vanilla way to do it, it doesn't even require any changes to the engine.

Screenshot from DOOM64EX+:
1779047730043.webp
 
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Finished DOOM: The Dark Ages today. The gameplay was alright (I avoided this game before the ability to reduce/turn off the slowdown), but couldn't give less of a fuck towards the story. City of Ry'uul was my favorite level and the only DOOM games I still have to play are DOOM 64 and DOOM 3. Will go for the OG
Ready to get a boner for bone land in the DLC?
 
They are not bridges, they are just solid sectors raised or lowered by trigger lines. If you noclip between the lower and upper level, you will see an empty space between two textured linedefs. That's literally the easiest vanilla way to do it, it doesn't even require any changes to the engine.

Screenshot from DOOM64EX+:
View attachment 9019873
I already said they're fake and explained exactly what you showed. They simply appear real because the sector movement is silent and the bottom of the bridge looks solid. You can't do that in vanilla.
 
They're fake bridges because they still required a (silent) sector move, but they appeared real enough and you could walk underneath them. These are from map 11. They're not used all the time, but you definitely couldn't have structure as seamless as this in vanilla.
View attachment 9018760View attachment 9018761
Yeah. The best use of a "vanilla" bridge would be the invisible ones in Plutonia (The Casali bros pioneered a lot of map hackery), and I believe I saw a very neat implementation later in Requiem and CC2 that is almost but not quite seamless.
 
I already said they're fake and explained exactly what you showed. They simply appear real because the sector movement is silent and the bottom of the bridge looks solid. You can't do that in vanilla.
You can have silent movement if you move the helper sector far enough away from the target, 1200 map units or more.
 
yeah, like the other guy said, they just dont teleport you to an arena, and they dont introduce enemies early, and its not nearly as "over the top" they're just about as difficult as any fight you'd see in the level. Which is a letdown.
Didn't they severely nerf Eternal's difficulty over the years? Not just the marauders, I remember replaying it recently and even the slayer gates were much easier than I remember. And the worse part is that it's really difficult to access the original launch version.
 
Ready to get a boner for bone land in the DLC?
as long as they don't go too hyper with the DLC like they did with eternal I think it'll be fine. TDA was easy but I'm not looking to complain lest we get something like buffed marauders again.
Didn't they severely nerf Eternal's difficulty over the years? Not just the marauders, I remember replaying it recently and even the slayer gates were much easier than I remember. And the worse part is that it's really difficult to access the original launch version.
Yeah, but it was mostly contained to the DLC, I don't think the base game was changed that much. There are some changelogs floating around somewhere.
 
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>Youtoob algo recommends me some random Quake gameplay vid
>New youtoober, checks out channel
>Is another troon

Yup, the Doom and Quake community are both cooked. It's all so tiresome.
 
"Growing up, I never had typical male interests, like sports. I had typical feminine interests, like Quake and Doom."
 
View attachment 9064079
>Youtoob algo recommends me some random Quake gameplay vid
>New youtoober, checks out channel
>Is another troon

Yup, the Doom and Quake community are both cooked. It's all so tiresome.
The jawline, deep voice, and Adam's Apple (not to mention DNA) always give it away. It really is a serious mental illness and I'm tired of progressives pretending like it's normal and "valid."
 
Great news, everyone. The original Doom soundtrack has been added to the U.S. Library of Congress's National Recording Registry for its cultural impact and significance. Bobby Prince's metal riff ripoffs have been immortalized.


From the Library of Congress:

"Originally released in 1993, the videogame Doom brought a heavy metal energy to MS-DOS systems across the globe, while at the same time pioneering the ever-popular first-person shooter genre. Key to Doom’s popularity was the adrenaline-fueled soundtrack created by freelance video game music composer Bobby Prince. Prince, a lifelong musician and practicing lawyer, was fascinated by the MIDI technology that rose in prominence in the mid-1980s as a means for instrument control and composition, an interest that led to his earliest work composing videogames.

For Doom, Prince took inspiration from a pile of CDs loaned by the game's chief designer, John Romero, including seminal works by Alice in Chains, Pantera and Metallica. Despite the limitations of the 1993-era sound card drivers, Prince composed the perfect riff-shredding accompaniment for the game’s demon-slaying journey to hell and back. Taking advantage of his knowledge of MIDI, Prince even worked to ensure that the sound effects he created could cut through the music by assigning them to different MIDI frequencies. The Doom soundtrack would go on to inspire countless remixes and lay the foundation for future generations of game composers."
 
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You can have silent movement if you move the helper sector far enough away from the target, 1200 map units or more.
Correction, it likely needs to be even more. I made a stupid map for testing fake vanilla 3D bridges in 2020 where I moved the helper sectors over 3300 map units away. Seems that much was needed to not hear them moving. [download, runs in Doom II with stock assets]
 
Doom The Dark Ages is such a let down after Doom Eternal. Not a fan of the shield mechanics. Eternal had GOAT weapon and enemy designs in my opinion.
i fucked with my keybinds to tryhard the dlc, all my muscle memory got fucked and i haven't played eternal since. TDA would be so much better if they got rid of all the shit stapled onto it. If the DLC area is going to be another massive expansive "take it at your own pace" hour and a half level i am going to freak bro fr fr ong.
 
Eternal sucked so bad that I have no interested in TDA. More 2016 would be nice, but apparently they want to make spergout spazmodic games with retarded lore now.
 
Correction, it likely needs to be even more. I made a stupid map for testing fake vanilla 3D bridges in 2020 where I moved the helper sectors over 3300 map units away. Seems that much was needed to not hear them moving. [download, runs in Doom II with stock assets]
So much linedef and sector trickery just to mimic the fraction of BUILD's power. I must respect the dedication and autism design this. Cute map btw.
linedef_magic.png
 
spergout spazmodic
If you mean how they enforced autistic weapon wheel shit, TDA doesn't do any of that. It's about a hundred times less sweaty and you can have brainless fun with the frisbee and super duper wide-ass parry windows, which don't really belong in a doom game but work fine. The dragon levels are also a retarded idea but work fine.

The mech levels are fucking stupid on all levels however but they're basically long boring interactive-ish cutscenes, so I'm not counting them as gameplay, just the reason I'll never replay it.

The godawful lore is of course godawful and they should fucking stop. But it's not like I want lore of any kind so that's kind of a neutral point.
 
The only things I really remember from Doom 3 were enemies constantly spawning behind me and the plasma rifle making a really satisfying charging sound at the end of a reload. That and actually liking the flashlight.
Only thing I remember is having to do something stupid to get the demo to play off the dvd for the fucking doom movie. I didn't have the stupid remote thing so I had to go threw extra hoops I think don't remember fully I was like 11, but I do remember by virtue of the demo being meh it being one of the worst movies I watched with my grandpa and we'd just watch all kinds of wild shit lmao.
 
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