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StingingVelvet: FEAR.
Yes, if FEAR didn't have guns, it would be an impressively realistic office life simulator.
Adding another recommendation for Wrack here. Bought it when it appeared on Desura and was on sale. Very nice game even with just 4 levels out so far.

Also if you wish for an authentic Doom/Duke3d gameplay, consider making levels or mods for the original games.

At least be glad Doom wasn't made today: http://www.youtube.com/watch?v=C4yIxUOWrtw
Those maps are more than just patterns - the placement of the things that occupy them is the most important thing to it all. The design is nothing like modern FPS games in that each map barely resembles a genuine location, but this works to Classic DOOM's advantage because it serves the gameplay.

Just compare between Classic DOOM and Doom 3, the contrast is huge. I think highly of System Shock, but I am also fond of DOOM - they simply excel at different things.

Classic vs Modern DOOM (10 minutes of gameplay)
http://www.youtube.com/watch?v=IKxm0aQqooY

Let's Play DOOM 64
http://www.youtube.com/watch?v=KC2j1lIv5P4&feature=relmfu
lol, looks as if the quake engine was used for the levels.
That is a source-port engine which basically translates DOOM 64 into a version that can have better graphics and controls. There are also source ports for the other Doom-based games, which is very handy if you don't want to mess with Dosbox.
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StingingVelvet: FEAR.
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Fenixp: Yes, if FEAR didn't have guns, it would be an impressively realistic office life simulator.
I think what he means is that FEAR often included multiple routes to approach combat. I wouldn't call it a shining example of oldschool level design, though.
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jefequeso: I think what he means is that FEAR often included multiple routes to approach combat. I wouldn't call it a shining example of oldschool level design, though.
Yea I actually understood that, but I think that if you're looking for a good example of that kind of level design, you want to say "Half-Life 2."
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jefequeso: I think what he means is that FEAR often included multiple routes to approach combat. I wouldn't call it a shining example of oldschool level design, though.
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Fenixp: Yea I actually understood that, but I think that if you're looking for a good example of that kind of level design, you want to say "Half-Life 2."
erm... not that I remember...
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Fenixp: Yea I actually understood that, but I think that if you're looking for a good example of that kind of level design, you want to say "Half-Life 2."
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jefequeso: erm... not that I remember...
Yeah, I wouldn't say that about HL2 either.

Mock the mundane environments of FEAR all you like, the actual design was great when it comes to routes and such. It was the perfect balance between linear and maze.
Post edited October 03, 2012 by StingingVelvet
Damn, misread the thread. I was expecting a FPP style implementation of the classic "Skool Dayz". now THAT I would be interested in.
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Dzsono: Does this also include mouse-free aiming? I liked those shooters that only cared about the X-axis.
Of course! X-only aiming rocks! :)

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jefequeso: You have to remember that in making a game exactly like the FPSs of old, you're setting yourself up to COMPETE with them. Improved graphics or some complimentary modern gameplay elements might be worth considering, just to give it a unique personality and give us a reason to play it rather than just firing up Doom again.
You're absolutely right! While I don't have ambitions to create a revolutionary game (I just want it to trigger nostalgia and be very fun to play) I have some ideas to spice things up.

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Wishbone: The ONLY semi-valid reason for doing that in this day and age is that noone on your team has the necessary skills to make even halfway decent models and textures, and that you've given up on finding someone who can.
I couldn't agree less. Doing oldschool graphics requires tremendous amount of skill. First of all you have limited number of colors which means you need to be precise and consistent with your palette. Today we have "unlimited" 24bit color and we have ended with games like WOW that pour rainbows down your throat in kitchy candy-style way. On the contrary of course you can argue that for example Quake 1 is just... brown. But it has certain appealing atmosphere and distinguished style due to this. Then we have resolution - it's also limited so every pixel counts and one needs to be extremely detail-oriented to create beautiful graphics using tricks like dithering etc.

About the level design discussion: I agree wholeheartedly. Level design is king in those kind of games. This is a very hard task which is going to be my top priority if I decide to go with that plan and create this game.

And since jefequeso raised a very interesting point I'm tempted to ask: What elements of modern gameplay would you like to see in an oldschool FPS game like Doom 1?
Post edited October 03, 2012 by MasterM
Genuinely curious: must old-school be relevant only as far as Doom? What about Quake? I like rocket and grenade jumping :P
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lowyhong: Genuinely curious: must old-school be relevant only as far as Doom? What about Quake? I like rocket and grenade jumping :P
I'm reffering to Doom because I'm aiming for raycasted corridors and sprites. Quake (and later games) were full 3D with polygons and some form of shading.
Oh alright. Well teleporters should be in. The movement must be fast and smooth. Guns must feel solid. I'm sure there are many more things you can add to a game like that, like traps, but ultimately it depends on what theme the game will have.
Post edited October 03, 2012 by lowyhong
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lowyhong: Oh alright. Well teleporters should be in. The movement must be fast and smooth. Guns must feel solid. I'm sure there are many more things you can add to a game like that, like traps, but ultimately it depends on what theme the game will have.
And all cool things from Blood! ;)