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Ok, I see... very interesting & thanks! I have peeked into the code but was too sloppy to make it to the determining code fragments.
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When mapping around, and using said function to achieve the "instantly appearing object effect" I came across behavior unbekownst to me. Whenever a plane/floor, surrounding the floor to be activated, is below -500 height units, the floor which should change its height instantly to formers, instead is being raised to -500. This results in the triggered floors "sticking out of the ground" as seen on the second picture. The executable used was Chocolate Doom 3.x.x and the original one for DOS.
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The original Doom largely lives off Episode1's eternal magic. In hindsight the rest of the mapset is, besides some nuggets(e.g. E2M2, E2M4, E3M6), rather weak.
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Alice: Asylum officially canceled, American McGee announces retirement from game development
_bruce_ replied to Man of Doom's topic in Everything Else
A bit doubtful that "Alfonso" would be rubbing shoulders with him again. But it would be cool to see if McGee still delivers as he was one of the few really talented mappers. -
Alice: Asylum officially canceled, American McGee announces retirement from game development
_bruce_ replied to Man of Doom's topic in Everything Else
It was a pun as in "if he happen's to be selling DoomII maps then I'm (definitely) buying". -
Alice: Asylum officially canceled, American McGee announces retirement from game development
_bruce_ replied to Man of Doom's topic in Everything Else
I can only hope his company sells DoomII maps. -
The "endless turn dilemma" can be nerve wrecking - one of the few downsides of the game. Only remedy is increasing combat speed as far as I remember.
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Fallout 3 was he first game of the series that I played and I really dug it. Later on I got my hands on part 1 and 2 and I couldn't believe how atmospheric and fascinating these games were... entering The Glow in part 1 was an experience I'll never forget - pure magic. Unfortunately anything that came after 1&2 was a huge letdown in comparison. NewVegas seems like the best "afterbirth" to me though whereas part 4 was fun for a week and then never played again. Seems more like a random game mimicking something it does not understand. Luckily there's outstanding user made content for the old games - thanks to some talented Russian fans.
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I have always liked Donald Duck's Playground - great presentation and fun to play. Another great game with fantastic music is duotris for the C64. On the VCS2600 I really dug "Monster Attack".
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Sucks that the link to Romero's site isn't working anymore... happened to other stuff as well on his site. Regarding the map... albeit one of the typical 90ies atrocities(which are a classic niche by now) it's way better than expected as there's at least some meat to gnaw on game play wise. Looks wise it's more than ok too(ignoring some fluff). Cons -"look ma I can make 4000 rooms" syndrome(+tedious search for keys & doors) -as square as Romero's fat wallet -narrow door frame width which is unpractical and looks bad -more obvious marking on the key'd doors would have been nice -too many items(put there without second thought) -can't go outside(could be I missed it!) Pros -chunky 90ies relict -somewhat good architecture besides the inane clutter -the office turning "more hostile" after a key grab was cool the last thing should have been made better use of. Could have been a really cool map if some details were changed / some good things more expanded upon.
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It seems that the original Doom is more defined/remembered by its first episode and is therefor judged way less harshly than the successor which got played, dissected/modded and criticized to near death(especially the "Sandy Sandbox" issue). Some weeks ago I sat down(on a fast 486 setup) to give the old "registered" Doom a run for its money and the impression (Episode 1 excluding) is way less satisfying than that of DoomII. Besides the obvious differences to part 2 the maps often are not that interesting/exciting to play... especially once you've come into contact with the new & bold standards set by DoomII. There are also some heavy stinkers like E2M9, E3M1, E3M8, E3M9 in there that may be neat but for later maps these provide hardly any bite or serious value... could one imagine oneself with somebody(affine to Doom) on a LAN being pumped to play through E3M1...? E3M9 has failed its kinda cool idea with meager execution. Similar to E3M8 which makes even the final monster look really stupid... lonely trotting along in an depressingly empty marble stadium.(imagine all your fickle minions leaving for the Bahamas instead of putting up a fight)
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Very nice - really liked it on the Sony and Sega coonsoles even though it became a bit too abstract/tedious towards the end. I think I made it through with a friend but we weren't able to find many dolls. On the other hand the PC version was, unfortunately, kinda strange - a different game practically & no changing of key bindings if I remember correctly...
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Nice blast from the past when shovelware CDs were a "Doomer's" delight and an endless source of fascination(and sometimes frustration). Relative to the tools used a good map but in no way on par with the stock maps design wise. Some nifty ambushes and clever routes nonetheless. One of the better ones from a gone era - 4/5 1995 stars and 2/5 in respect to today.
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Do you like other retro games (other than DOOM)?
_bruce_ replied to Shibboleth's topic in Everything Else
Quake ( PC / Multiplayer ) Time Pilot ( Arcade / C64 ) Falcon Patrol II ( C64 ) Impossible Mission ( C64 ) UFO / II ( PC ) Fallout / II ( PC )