Doom & Doom II Re-released enhanced & new features/levels
Discussion
FilH said:
747 mbs!
Im sure my original shareware version of doom was on a 1.44mb disk...... Played on our 33mhz 486 PC
Might have to get involved in reliving my childhood with this tho.
I remember grabbing a copy of the full release of Doom off a PC in a computer lab at Uni (somebody had installed it) ... it took 4x 1.44MB floppy disks. Shareware version was definitely fit-able on one high density floppy.Im sure my original shareware version of doom was on a 1.44mb disk...... Played on our 33mhz 486 PC
Might have to get involved in reliving my childhood with this tho.
Lucas Ayde said:
FilH said:
747 mbs!
Im sure my original shareware version of doom was on a 1.44mb disk...... Played on our 33mhz 486 PC
Might have to get involved in reliving my childhood with this tho.
I remember grabbing a copy of the full release of Doom off a PC in a computer lab at Uni (somebody had installed it) ... it took 4x 1.44MB floppy disks. Shareware version was definitely fit-able on one high density floppy.Im sure my original shareware version of doom was on a 1.44mb disk...... Played on our 33mhz 486 PC
Might have to get involved in reliving my childhood with this tho.
I was 13 back then, and don't remember knowing anyone else with a PC at that time.
Donbot said:
It will be interesting to see how the update compares to GZdoom. I find the originals to be borderline unplayable without using a source port.
For one thing it's original style mouse look, so only left & right no up and down like many mods add to Doom.For example the most extreme Doom I have is Brutal Doom Black Edition, this -
FourWheelDrift said:
Donbot said:
It will be interesting to see how the update compares to GZdoom. I find the originals to be borderline unplayable without using a source port.
For one thing it's original style mouse look, so only left & right no up and down like many mods add to Doom.For example the most extreme Doom I have is Brutal Doom Black Edition, this - https://www.youtube.com/watch?v=9m65I6cUEUo
It's good that there will be an easy option for people who just want to own and play the old games. Like the re-release of the classic Resident Evil games on GOG.
FourWheelDrift said:
Donbot said:
Did the originals even have mouse look?
You could always controlled left and right with the mouse, even back when I played it in 1994.Just given the free update a quick look and you get all the extra content with it which is nice. Will have to give it a play over the weekend.
Mouse look wasn’t really that used when Doom came out, as I remember. It was always up/down/left/right, then someone twigged that strafe was better than left/right, and the mouse gave you another hand to use..
It definitely fit the first episode on a 3.5” floppy because it was given away on one of the PC magazines at the time- my Amiga-owning friend was sick with jealously
It definitely fit the first episode on a 3.5” floppy because it was given away on one of the PC magazines at the time- my Amiga-owning friend was sick with jealously
Konan said:
DooM wasn't full 3D, the maps were flat (and enemies were sprites). From memory, it's auto 'aim' up/down if a monster in the line of fire was appearing above or below
^^ this, you couldn't actually build floors on top of eachother, with the map editor, i dont even think you could in duke nukem 3d. maybe Quake/Unreal was the first fps engine you could do that with ?Konan said:
DooM wasn't full 3D, the maps were flat (and enemies were sprites). From memory, it's auto 'aim' up/down if a monster in the line of fire was appearing above or below
Yes, there was no way to move under any other part of a map as it was just one surface you built on, that didn't come until Quake. Also the maps were built (as I built Doom maps) by manipulating the flat surface, any raised surface be it a platform, small container box or stairs that you could use had to be done by raising the floor surface to the height you needed. Placed walls and door would match the ceiling limit you set for the room you were in. Then you could place all your monsters where you wanted them to be and also set limit lines they couldn't cross to keep them in one area. You could also select one of these lines and set it as a door opener for a nasty surprise. Add some lifts, buttons to press and select some doors and set them to red yellow or blue key cards, place the keys and place an exit.Planning a level since it was all flat was easy on a piece of paper.
The upgrades don't work if you own the Xbox 360 versions of the games, however it's on Gamepass. Gave it a whirl last night and I would say the new versions seem to play a lot faster and the controls more twitchy. There are loads more settings to mess around with mind to get the right feel.
I won't replay the original games but will have a nosey around all the extra content.
I won't replay the original games but will have a nosey around all the extra content.
FourWheelDrift said:
Donbot said:
Did the originals even have mouse look?
You could always controlled left and right with the mouse, even back when I played it in 1994.It was only when true 3D FPS came along with Quake that I moved to mouselook.
And I remember hating Quake at the time because the performance was so poor even the then-new Pentiums. P60 was marginal. P90 was OK.
Thoughts on it are that the music, remix or ortherwise with the synths is incredible.
Sadly the game seems to be set up to play on a controller. No matter what options I choose the mouse feels like it is lagging and inconsistent. I think I might just have to play the new levels on easy mode on a controller, which is a bit of a crap way to play.
Sadly the game seems to be set up to play on a controller. No matter what options I choose the mouse feels like it is lagging and inconsistent. I think I might just have to play the new levels on easy mode on a controller, which is a bit of a crap way to play.
Edited by Donbot on Saturday 17th August 13:54
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