That was adorable. I beat it on Ultraviolence Brutal Doom. Adorably abstract.
Well, maybe it requires a source port - it's not like Brutal invented jumping in Doom or anything.Really? Ah, I'm sure I've come across some sections where you need to jump to get a keycard, for example. To be honest I find BD so much fun I find it hard to go back to vanilla...maybe one day I'm sure!
Alright, getting tired of this Brutal Doom Megawad's shit now. Just done the massive neighbourhood level, now onto another seemingly huge one. Bah.
It's a shame because the attention to details and set pieces are really cool. I can't see myself finishing it though.
Gains would be small in terms of performance. You would cut out the OSX demographic. Immature beta drivers. All in all, it will be a while before the bigger engines make the switch.So, Vulkan is out today...how long do you think until we see GZDoom and other source ports start to use it?
Like I said, the city maps are the worst by a huge margin. It gets exponentially better in the next episode.
While Doom is 23 years old this year, it's still a beautiful game. That hasn't stopped Unreal Engine 4 user captain_slow48 from recreating the game's first level, as a means to gain familiarity with the engine. As the images above and below attest, the first map in Doom's first episode still looks aesthetically pleasing, and it's mainly the lighting advancements that make it look prettier in 2016.
According to the creator, the aim was "to be as faithful to the original aesthetic as possible, while adding some more details to the scenery". See a selection of the images below, but for the full set click through the the Unreal Engine forum page here.
I dunno, even Unreal was more subdued with its lighting than this.You know it actually kinda looks like Unreal 1 now, with the lighting and all.
I haven't tried this in a while, but I recall the initial releases being pretty good. Although I'm still surprised the mod maker went with hit points instead of Doom's existing percentage-based health, since Hocus Pocus had percentage-based health as well.
Yeah, I remember teaching myself how to do that.
I prefer GZDoom. DoomsDay may have some extra stuff but GZDoom or just ZDoom (GZDoom is the OpenGL version I think) works better for me. The only thing I miss is the launcher. I hate that I can't easily select WAD/PKG files to load. I want to play that Alien game above but I',m too lazy to disable (By opening the INI file in a text editor and commenting out the line) Brutal DOOM first. Because the two are NOT compatible. I wish there was an exclusions list in the INI where if a certain WAD is loaded then don't load a specific set of files. Or, you know, a damn proper launcher with checkboxes and WAD group sets.
Exploit. It's what happens when you tell a sector to lower to the lowest neighboring floor, when it's actually lower than all surrounding floors.I don't know if it's an exploit or something they added but whatever lets you basically make platforms instantly move to their new height (Instead of moving at like 8/16/32/whatever units per second) is my favorite. Though now that I think of it, I think they first used this feature/exploit in the secret level in Episode 4. Where you're walking down a hallway to what you assume is a door and before you get to it, it disappears instantly and imps are already there ready to strike. That really taught me DOOM had more to offer than I thought.
Brutal Doom isn't really the best, it's just the most popular. With a disturbingly cult-like following, for that matter. Still, try it, I guess, just bear in mind it's a mod and not the one true way to play the game like some insist.