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classic FPS thread #2

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Thread replies: 66
Thread images: 17

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old thread hit bump limit
nudoom is garbage
>>
quake > doom
>>
Hey guys
DUSK
>>
>>384011773
I've been playing the Arcane Dimensions 1.50 mod for quake it's a a pretty good time. I really like how everything is projectiles now and the new enemies are a really good time.
I also really enjoy when they throw a stupid amount of enemies are you and give you the quad damage.
>>
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Reminder that this game indirectly introduced regenerating health to the genre.
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>>383993203
>>383994142
>>383992501

Is anybody going to fucking tell me what game this is?
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>>384013438
sam had regenerating health?
what?
>>
>>384013548
it's been posted in the thread like 50 times what game that is, you don't even deserve to know
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>>384013554
on Tourist difficulty
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>>384013654
Tell me
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>>384011773
>make shill thread
>Return some hours later
>Somefag make a new thread
>But now is a Classic FPS thread

I didn't ask for this
>>
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>mfw trying to install blood, system shock in dosbox and i cant get shit to work

I guess il just get the gog versions.
>>
>>384014025
just use some dosbox launcher rather than the command line itself
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>>384013984
>be retarded
>save the thumbnail
>>
>>384014025
>not using the blood source port
fag
>>
>>384014184
there is no sourceport just various remakes which aren't 100% accurate
there is nothing wrong with dosbox
>>
What does /v/ think of my level design?
What would /v/ want to see in a quake/doom sort of game
if you liked NuD44M, STRAFE or NuShadow Warrior don't bother responding to this post
>>
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>>384014389
maybe I should have included the webm with that
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>>384014372
>he doesn't know
dosbox sucks
horrible mouse control and bad emulation in general
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>>384014138
Happy now?

>>384014389
Hire some mapfags to make the levels, get a nice setting and art design and half the battle is won
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>>384014472
some rooms too small
raise the ceilings
>>384014647
I've never had a problem with it, maybe you just don't know how to use it properly
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>>384014472
I am a mapfag, these are just the basic design prototypes before they're detailed
>>384014947
The low ceilings are intentional, somewhat, it's to keep the player from moving too fast in some areas so that the AI can close in around him, making those areas to avoid.

I'll keep it in mind though and probably raise some of them.
>>
>>384015229
>>384014472
flow seems good but like the other anon said, raise the ceilings.
>>
>>384015229
>>384014389
also, any criticism on the movement system? it's based on Quake 3 CPMA and QuakeWorld movement but there's a lot of tweaks.

The issue with hitting walls and retaining momentum is already fixed by the way, this is just an old build
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>>384014389
Ask /vr/ doom thread
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>>384012896
Wait, what is this?
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>>384014184
Blood XL?
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>>384017175
>XL engine

Never ever
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>>384017705
Then what source port is he talking about?
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>>384017803
BloodGDX, I guess, but it's not 100% accurate. There are some ports in the works, btw.
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>>384017059
It's Gunman Chronicles, powered by the Half-Life engine.
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Started playing System Shock today, is the player's strafe speed supposed to be hideously slow?
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>>384018191
Don't sass me, anon
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>>384011773
Aw shit, there was a classic FPS thread before this that I missed?

Anyway, how many of you like Marathon? I was planning to start 2 pretty soon, I enjoyed 1 a lot so I'm excited for it. Shame about there being no in-level music though, I really liked 1's soundtrack and from the opening theme of 2 it sounds like a full soundtrack would have been amazing.
>>
>>384013548
Second pic is Arcane dimensions for Quake
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>>384014472
Too open.
>>
>>384018485
i'm pretty sure marathon 2 has the music done the proper way, or at least you put the music disc in after the game launches and it loads the track based on the level sorta like quake, because I remember levels having specific music when I played it in the 90's
>>
Why does everyone shit on Daikatana is it because of console versions? I barely remember it, because it was like 15+ years, but I don't remember it being that bad. Also I got System Shock 2 recently, what to expect?
>>
>>384011773
Doom4>Doom1+2+Mods Combined.
>>
>>384018869
companion missions made the game unplayable, ai pathfinding was 50 times worse than doom, game is probably one of the ugliest 3d games ever, the melee combat was morrowind tier and nobody used it even though the game was marketed on that, level design was okay but still Romero's worst work and overall there was just nothing that made it special, it felt like one of the bargain bin doom clones you'd find at Wal-mart in '98, not awful but nothing to make it special compared to the memorable doom clones of the time either
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>>384019223
Reported
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>>384018774
Really? Because I've searched around and from what I can tell, Marathon 1 is the only game with a soundtrack besides a title screen theme. There's one place with a fan-made "Marathon 2: Special Edition" track list, but that seems to have been made for the Aleph One Special Edition rather than an official Marathon 2 Special Edition.

Also gonna post some Marathon memes an anon made weeks ago.
>>
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>>384019379
lol
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>>384019907
enjoy your ban retard
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>>384019613
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>>384013964
Well you fucking autist, maybe Google search the name of the fucking game
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>>384018429
Well thats what the fuck it is dipshit, what else do you want?
>>
>>384014472
>>384015229
Just a few thoughts I had from watching:
Some of the more minor details of the level design seem counter-intuitive to your fast-paced bunny-hopping movement system: random posts sticking out of the ground that can easily stop you in your tracks, tight doorways that require precise movement to get through (often stopping you), ceilings that are too low (which can mess up your bunny hopping) and doorways that are too low (stopping you entirely), low-hanging platforms or overhangs that can stop or screw up your movement...
I get it if you want to have a fast Quake-esque bunny hopping movement system, and I get if you want to give the AI a chance to attack the player by slowing them down, but these two things are entirely in opposition of each other and these minor details of your level design can really work against your movement system. You're trying to mix high skill movements that encourage practice and speed running with things that will slow those high-skill players down and ruin their flow, resulting in something that isn't as fun as it should be.

Another things is that the level seems much more like an open testing playground (which I'm sure it's exactly that) rather than an actual level. If this were an actual level however, then it would be way too open, cluttered, and directionless; it's very open without really having a rhyme or reason to the design, there's a lot of structures and platforms everywhere that easily get in your way (along with making the level too dense), and there's nothing that directs the player on where to go within the level design itself.
I assume that this is just a test level for playing around it, but these little things add up and it can use some work. The movement looks good though and there are some nice "speed run" looking moments in those webms. Be sure to include a grenade launcher in the game, also; they're fun and grenade hopping is the best for high speed games.
>>
>>384016078
it's hard to tell without playing it but it seems kinda floaty compared to CPMA
can you bunny hop sideways like you can in quakeworld?
>>
Can someone here explain to my why the original wolfenstein was good? It and its sequels keep on getting shilled with pol stuff, but I dont see any redeeming value outside of it being the 1st. Doesn't seem to hold a candle to doom, for example, but it gets shilled 24/7
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I've got a funny request, I have a little cousin that doesnt play any good games besides yoshi's island and kirby dream land 3, and just because I set up an emulator for him.
I let him play Doom from time to time, but it is difficult because if anyone finds out theyre gonna lynch him.
In other words, im looking for the most kid-friendly and actually good fps.
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>>384014127
I tried that but the launcher got the same issue I had, gog version(dosbox capsule) works fine though.
>>
>>384023086
chex quest is great, it's considerably easier than doom and kid friendly, plus it'll be a good stepping off point to get him to try doom when he's older
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>>384018210
Also I know Glados being a Shodan expy is hardly a relevation but I didn't expect the writing team to repackage the exact same joke

>>/wsg/1780986
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>>384023239
oops

>>>/wsg/1780986
>>
>>384023086
Duke Nukem 3d

But in all seriousness, the way to get your little cousins/brothers into shooters is through roblox. There are pretty visceral bloody shooting games like phantom forces(recreation of BF4) and apoc rising(the game unturned was based off). If he gets caught, all he says is "its roblox, its safe for kids under 13" and he's free to go. Anything else he has no excuse if he's caught
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>>384023086
Just install H-Doom for him.
But really, if you want something kid friendly try the Shadow/Rise of the Woolball TCs or The Adventures of Square. Both are good wads and (mostly) kid friendly. Also, Chex Quest; a classic cereal-box game.
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>>384023232
You can load brutal doom v20b with chex quest and the enemies just gib into green slime. There are also real guns like mgs and grenades
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>>384014389
>How dare you enjoy the new doom, while also enjoying the older games
fuck off retard
>>
>>384023086
Super Noah's Ark 3D is unironically good.
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>>384023232
>>384023542
>>384023546
>>384023942
I'll check em out
thanks
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>>384022213
>>384022213
They actually are levels, not just testing areas, they're just lacking assets like doors and keycards and whatnot to direct the action, I also plan on doing things like making the path to the room that holds the blue key require the player to first see where the blue door is, then walk past it to a room with blue highlighting or blue lighting, then opening up a path to quickly backtrack from blue room to blue door, the maps just aren't at that point of detailing yet. I had some people playtest doom maps I did in this style and there weren't any issues with getting lost or any long periods going by without shooting enemies, so I'm not too worried about that.

As for the rest of your criticism, it's something I'll give some serious thought
I figured it would be a good idea to slow the player down in some places to change up the pace and then let him really open up and go fast in other areas, but you're totally right that limiting the player can be the opposite of fun, so I'll probably try something other low ceilings.

Also, those small random posts were for an idea I had but decided against, just hadn't got around to removing them yet

>>384022626
yeah nigga you can sidejump, floatiness might be the low FoV, might be the gravity being slower (considering speeding it up a little, not quite sure yet) but it's definitely not the friction, since that's higher in this than in CPMA
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>>384023942
Love that game
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>>384024361
>They actually are levels, not just testing areas, they're just lacking assets like doors and keycards and whatnot to direct the action
Fair enough, makes sense. I have no clue where this level would fall in regards to early/middle/late game, but make sure you don't make one of your first few levels in the game too complex or confusing to get through. That seems to be a trap some first-time mappers/devs fall into where they think bigger/complexity = better and that they can get away with that design philosophy with the first few levels.
>I figured it would be a good idea to slow the player down in some places to change up the pace and then let him really open up and go fast in other areas
There are different ways to approach that; you can do something like Doom make enemies teleport in to trap you in a room, or do the NuDoom style of closing off the exit until the player kills enough enemies (be wary of this one since a lot of people shit on NuDoom for that), putting a key on a tough enemy, or build rooms/encounters in a way where the player has to kill at least a few enemies to get through without them blocking their momentum or damaging them, even if they're just making potshots. Experiment and see what works, I just advise against using small details in the level act against the player like that because it comes off more as an annoying oversight than something the player can work around (like they can with killing enemies). You can also incentivize players to kill more enemies with something like score, random drop rewards, or 100% kill rewards.
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>>384013548
New Build engine game from Voidpoint, it's called Ion Maiden.
Thread posts: 66
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