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Doom is the greatest game ever made.

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Thread replies: 96
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Doom is the greatest game ever made.
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>>381972368
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>>381972368
Nah.
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>>381972368
It's better with mods
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>>381972639
with


>filters
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>>381972368
Pretty much.
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>>381972368
nah
but it's bretty gud
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>>381972438
>he removed the transparency from his sprites
Better get some cyan, bud. You're in for a long night.
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>>381972368
It gets repetitive.
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>>381973064
It's JPEG Doom. Turns everything into jpeg.
>>
It's basically the origin point of the FPS as we know it today, but it still is plenty playable today and great fun.
Just don't play anything but Doom for 3 months, talking from experience you get very burned out and you don't wanna play Doom again for a very long time.
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>>381973189
>JPEG DOOM
>in PNG form
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>>381973105
Can say the same about every game on the planet, and very few of them have modding scenes that are even half as good as Doom's.
>>
I still think Wolfenstein 3D has better gamefeel
Shooting stuff in doom just never felt that satisfying to me
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>>381973305
you got a problem with that nyigguah
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>>381973327
Some games do a good job at pacing the player and introducing new gameplay. Doom, from the very start, is run and gun. Now that's fine, but it becomes very monotonous.
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>>381972368
It's definitely one of the greatest games ever made
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>>381973424
You're probably the only person on the planet who holds that opinion. I love lining up a group of zombies and killing them all with a single shotgun blast. Nothing like it in Wolf. Super Shotgun is absolutely nuts too.
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>>381973610
It's to be expected of a game with a narrow focus, but Doom does a good job at mixing things up. There are a lot of different levels from more straightforward run and gun ones to more exploration heavy mazes, it even has some minor puzzles. It's a bit too easy nowadays but that's what wads are for, hard to find it repetitive when you're thrown into tough intense combat scenarios.
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>>381974165
Yeah, I'm aware of that and do take it into consideration, but it still doesn't prevent me from finding it monotonous. I respect the series; I appreciate the series; and I find it enjoyable. In my opinion, I just don't think it's great, but I do think it deserves all its praise.
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>>381972368
True

>>381973424
U crazy nigger. Wolf3d became obsolete the day Doom came out, it was a straight improvement in every way
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>>381974575
Too bad that in 25 years no fps has come out that makes Doom obsolete
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>>381974672
GoldenEye, Half-life, Halo, COD: all games that innovated the genre. Did it make Doom obsolete? eh.
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>>381974672
If we're speaking vanilla only then I'd rather play Blood any day of the week desu senpai
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>>381974575
I'm not saying it's a better game and that doom doesn't need to exist, just that I prefer its sounds, weapon and death animations, etc in terms of how it feels to run around killing stuff
Obviously doom is a huge technological improvement
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>>381973597
>>381972438
what in the fuck?
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>>381973424
Quake > Wolfenstein 3D > Doom, imo

I guess it's because the two former games are entirely focused on close quarters and have more agile enemies that feel more deliberately placed. Doom feels like busywork 90% of the time to me because of its numerous and plodding enemies.
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>>381973424
Wolfenstein 3-D is an excellent game
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>>381972368


back to >>>/vr/
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>>381973424
The only things unsatisfying to shoot in Doom for me are imps and maybe pinkie demons (chainsawing them is fun, though). I kind of get what you mean though, something about the sound of the guns and the way notsees die in wolf is very fluid.
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I like Quake a hell of lot more.

If you prefer Doom, you have a different opinion than I do, and that's okay, because variety is good and we shouldn't try to change each other's opinions anyway.
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>>381976084
You have a problem with Jpeg doom?
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>>381976116
Quake was literally slapped together at the last minute to get something out the door anon, it's fun but

>DOOM mostly=DOOM 2 depending on who designed the level>Final DOOM>Quake 3>Scourge of Armagon>Dissolution of Eternity (by the time they got around to the expansions for quake developers had gotten better at true 3D design and the levels are much more cohesive as a result not to mention not being under the intense stress id was under during development)>Quake 1>Quake 2>The Reckoning=Ground Zero>Quake 4>Wolf 3D=Spear of Destiny>Hover Tank

is objectively the correct order
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>>381976449
>supernailgun

you have a pretty gud shot at killing it before it kills you
>>
>>381974672
I just want a more modern FPS with DOOMs map design, pistol starting is the most underutilized but coolest feature in level design to me. Each level is like a mini metroidvania in a way, a puzzle you slowly solve finding the right routes, managing limited resources, discovering secrets. Everyone has innovated on just about every other feature in DOOM but forgotten the level design philosophy.
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>>381976704
>Dissolution of Eternity
>over vanilla Quake
I'm sorry, what the actual fuck.
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>>381976449
Man, that encounter sucked. It's too easy to just aggro the fiends one or two at a time and funnel them in that doorway that they can't get past. I was easily able to save the quad damage for the shamblers.

How about skacky's map, how hard did it push your shit in?
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>>381976449
>melee baiting out one while trying to keep the other one behind the first one

If you're a real man this is how you kill them.
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>>381974884
>Halo, COD
>innovated
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>>381972368
Whenever people ask me what my favorite game is, I usually say Doom.
I think I've played and enjoyed it too much to suggest any other game.
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>>381976849
eh, you're probably right, the alternate weapons are fun but unbalanced and DoE is hit and miss at times. I also forgot to throw in all the wolfenstein games and doom 64 and 4 for completeness's sake
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>>381976704
Doom felt better on your reptile brain since it did shit like hit feedback or making guns feel powerful WAY better than quake. But quake's levels and encounters are so superbly designed that it beats doom out in the end. I could talk for 20 minutes about how the ogre is the most perfectly designed enemy in existence with the way it plays off of level geometry. You could create 100 different doom encounters with different mixes of enemy and level geometry and they still would not create as much variety as two ogres being placed at random spots and heights.
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>>381976886
I made it to the first room with the Quad, the Vore on the top ledge, the dozen Fiends and the two Shamblers that spawn in when all you've still got is the super shotgun, died, and quit. Maybe I'll beat it tonight. Does that map have proper difficulty modes? 'cause I never play on anything but Hard.

>>381976982
I'm not a real man-and-a-half so I know when to get the fuck out of Dodge when shit gets hairy.
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>>381972368
>>381977568
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>>381977143
Wasn't Halo the game that first did the standard twin-stick control scheme every game uses now?
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on a similar subject, any anons here played pic related? It really wants to be 2D Quake, and the demo sold it as much more atmospheric but the final product really annoys me with its lack of quicksave (ok fine, I need to gitgud) and more distressingly, no clear indication of what can and can't be shot through until an enemy unloads on me through it. Raising the contrast helps somewhat but it has a worse case of black and brown than fucking Quake and that says a lot. Player model is also a bit too small, undetailed, and easy to lose track of imo

but damn it if I don't really want to like this game
>>
>>381977248
I've got a number of issues with the list (like Doom 2 being that high despite the 'depending on the level' flag and Q3A that high despite the list not differentiating SP and MP, or either Quake expansion above the original game) but putting DoE that high when it has some of the worst fucking level design ever (lol 1000 ambushes, lol spike orbs behind every door, lol no gunz) is just obscene.
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>>381977710
Butcher wants to be edgy Liero, not 2d quake
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>>381977607
I remember Alien Resurrection getting panned for it, and Goldeneye 007 actually had a Twin-Stick mode for singeplayer if you use 2 controllers at once.
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>>381977607
Alien 3 did the same basic idea on the PS1. It's not sticks but it's the same basic idea of movement on the left and aiming on the right. Descent maximum also did the same thing but I think the sides were switched.

Not even a real innovation anyway because it's just catching up to something PC already did.
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>>381977729
I did legit prefer scourge or armagon to vanilla quake
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>>381977957
I'm not gonna call you a faggot but I'm gonna silently judge you super hard.
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>>381977607
That was one of the Alien games. It's said that Halo did prove an FPS could sell well on a console, though.
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>>381977607
Improve on nothing related to PC FPS but instead take three steps back on everything that made FPS great at the time.

No jokes, I tried to play through the first Halo with a friend on second highest difficulty and I actually fell asleep more than twice during the time it took us to get to the second last mission.
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>>381978116
>It's said that Halo did prove an FPS could sell well on a console, though.
goldeneye
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Just beat TNT and holy fuck was it full of bullshit. Especially the final boss. Did they not realize that when they were designing their own version of the Icon of Sin that they put the opening you're supposed to shoot UNDER the texture that represents it? I spent half an hour trying to figure out how to get my rockets slightly higher because they kept hitting the lower border of the texture but nope, you're supposed to shoot through the solid metal.
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>>381976704
>Wolf 3D=Spear of Destiny

SoD's level design is a huge improvement over Wolf3D's. Looks to me that you just disliked both games.
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>>381972368
>all these people replying to OPs fact thinking its an opinion and saying no
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>>381978194
Goldeneye wasn't even close to as popular as Halo. That shit is still going on today.
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>>381972815
It really is a shame how texture filtering became de facto way too soon just cuz it was TECHNOLOGY. They should have held off on it until the 7th gen when they had enough resolution to get past the puke vomit bile look.
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>>381978575
I admit to getting to the party way too late on that one, after doom it just wasn't that fun to me overall, too simple and repetitive
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>>381978638
>that image
You've never lived until you emulated the dreamcast version of soul reaver 1 at modern resolutions.
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>>381976826
This also why Metroid Prime is so good, it's just Doom.

You Pistol start with your blaster
You get weapon upgrade, powerups and keycards
The areas all have exploration and secrets
>>
are their mods for this game?
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>>381979074
Thirty fucking years of mods.
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>>381976704
wow i've never seen taste this trash before
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>>381976704
>implying doom 2 wasn't just a quick rehash made in half a year all the same
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>>381979074
HUNDREDS

And that's not even counting the level packs, which must number in the thousands if you count EVERYTHING released in the last 23 years.
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>>381978638
Pixelated textures has and always will look terrible. Any attempts at detail just end up looking like static. I don't understand how people can like it. With filtered textures, you can actually make out what you're looking at even if it is a little soft or has an unfocused lens look
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>>381979701
you mean you can't tell what this is supposed to be unless its blurred to fuck?
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>>381979701
>Any attempts at detail just end up looking like static
What a bunch of rubbish.
>>
>>381979769
Looking at his face, not really. If I didn't already know that it's supposed to be teeth, I wouldn't be able to tell what the fuck I'm looking at.
On his body though, is that supposed to be a hole or just blood stained clothing (skin?)
>>
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Is Doom 1 and 2 worth buying knowing that my money's being handed to Bethesda who didn't make it?
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>>381979074
Too many to count.
I highly doubt even an avid Doom player will get to experience half of the wads out there.
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>>381980048
Easiest shit ever to pirate. Go ask /vr/ if you need assistance.
>>
>>381980048
Check the OP in the eternal /vr/ Doom threads.
Grab a sourceport of choice (I recommend GZdoom) and roll with it.
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>>381980156
>>381980264
I'm a fucking moron, I forgot /vr/ existed, thanks
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>>381979769
Now compare that to this. I assume they're not custom textures but I don't know since I just googled it up, but the teeth are much more distinct
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>>381980497
On the left? That's absolutely a custom, much higher resolution texture, on a custom, higher-poly model with new animations to boot.
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>>381980497
The one on the left is a a remodel and retexture, which some consider still Quake-like because its poly count and texture resolution is similar to other things in the game. Sock liked it enough to use it in Arcane Dimensions. I personally think it looks like shit and prefer the original, if only for the reason that the new one no longer looks furry as the developers intended it to be.
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>>381981004
The new one in AD has this weird yellow tint on parts of its torso that make it look like it's covered in urine. Also as you said the higher poly appearance gives it much more noticeable musculature instead of the shaggy white coat it's supposed to have- AD has a number of higher poly models that look good (like the weapon worldmodels, Ranger/Grunts, the various Enforcer types, etc) but the Shambler is a swing and a miss.
>>
Doom is still, after so many years, the proof that a modding community will keep your game alive for decades.

I'd say it's the best videogame ever made, yeah. Simple, but insanely good from a technical point of view.
>>
>>381980946
>>381981004
My bad, then. The one on the right is the original then, I presume? I still think it looks more readable than unfiltered
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>>381981187
The one on the right is the original, yeah- and it's also still unfiltered in that image, you can clearly see the sharp pixels on the blood on its torso and shoulder. What's making it look better isn't filtering (or the lack thereof), it's being displayed at an angle and a much smaller size than the image in >>381979769.

For another comparison, look at the Shamblers in >>381976449- you can clearly make out the teeth on both of them, and the brighter lighting lets you see the detail of the far Shambler's coat. That image has texture filtering completely disabled (gl_texturemode gl_nearest, 16x anisotropic filtering enabled- ironically enough- to PREVENT textures from blurring past a certain distance).
>>
>>381980497
Now compare the textures between mechwarrior 2 and it's expansions packs (not mercenaries) and tell me if you think more fidelity always means better looking.
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>>381980474
They have a Doom General over there that runs 24/7. Just ask in there.
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Why would you play the old dated version then they made a new one last year?
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>>381978160
this

fuck halo is boring trash
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>>381977853
>it's not sticks
There were dualshock controllers for the PS1 dude. That's where they started.
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>>381982845
Nevermind the fact that the image literally says 'analog sticks.'
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>>381982832
halo killed the genre for me

I was a HUGE fan of FPSes when I was a little kid in the 90s

then halo comes out and suddenly everything is SLOW, multiplayer focused (which is fine in and of itself, but not at the expense of single-player), and REGENERATING HEALTH

the sudden switch to every game being either generic sci-fi or WWII shit was also a huge problem

I'm not sure which of those was worse

the Doom remake was a breath of fresh air

one of the few FPSes I've enjoyed this decade
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>>381978638
Nintendo 64 games with texture filtering off look awful. The games were made with filtering in mind, and you end up getting inconsistent texture sizes, where the ground is just made up of GIANT pixels.
However, I do think I prefer low-texture-res low-poly when it's done right. Say what you want about art style, but I think at the very least, Mario 64 DS does look better than Mario 64 with no texture filtering.
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>>381978160
>>381982832
>>381983260
>thinking Halo was good because of the gameplay
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>>381972639
>>
>>381983454
>The games were made with filtering in mind, and you end up getting inconsistent texture sizes, where the ground is just made up of GIANT pixels.
That's one of the things Doom and Quake excel at and why they look fine without filtering- one texture pixel always equals one map unit, no more and no less unless the wall is cranked at a really weird angle.
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>>381983770
Yeah, Doom and Quake do it well. I only use texture fl
Here's another example of what I mean.
Thread posts: 96
Thread images: 25


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