"Hey everybody, welcome back to DZone'd" -> Music to my ears!
@darkprinc979
24 күн бұрын
Or in other words: Welcome back to Doom dumpster diving.
@DoomyMacDoomface
24 күн бұрын
E2M1? So Big Gun rather than No Remorse.
@johnrobinson6170
24 күн бұрын
Like it.
@TheLetterJ0
24 күн бұрын
The original BRETT1.WAD is in D!Zone2-1000. MAP01: The archie was originally a lost soul. I'm pretty sure it's only low tiers that get turned into archies. Or at least I've only seen it happen to low tiers in your videos. The armor bonus arrow was actually just pointing to a linedef that just turns the lights off. The wall doesn't actually do anything, and it also had the 🚷 texture on it originally, so you might try to check it out even if you didn't notice the arrow. But also, if you grabbed the invuln when you first entered the room, you would completely miss the trick with the lights, which is unfortunate. The secret is still mandatory, but at least the arrow pointing towards it is made out of trees, so it's harder to miss. There was also an arrow made of cell packs pointing to a wall in the exit room, but the wall doesn't do anything and half of the cell packs are only on hard and the others are only on easy and medium. So basically, I don't know what the author was thinking, but I think it's at least slightly better than you gave it credit for. MAP02: The health vials in the starting room also formed an arrow pointing to the corner with the walls that don't show in the automap, but there's nothing else special about them. There is a backpack there, but it's not exactly hidden. I guess the mapper just likes arrows. The secret is completely empty on all difficulties. I guess the mapper just forgot. The berserk in the exit was actually a caco. MAP03: The armor bonus arrows in the third room were actually crosses this time. The decorations you noticed were making an arrow though, and the wall it points to does nothing. But it does also have a different texture, so maybe the mapper meant to add a secret there and forgot? The barrels by the yellow key also make an arrow that I guess is pointing to the rad suit? Yup, they definitely liked arrows. And the multiplayer starts are actually kind of spread across the map, which might have something to do with why it was so large? Though only player 1's start has resources. MAP04: Maybe the converter only changed one of them into an SSG because they were right next to each other? Seems unlikely, but I can't think of anything else. The odd texture you noticed was indeed a bit of a switch. The yellow key softlock crusher can be lowered again by crossing a linedef in a hallway a few rooms back. Of course there's no indication of that, but I guess if you got stuck and started just wandering around, you would eventually come back and find the key accessible again. The BFG is indeed inaccessible. And of course it's on hurtfloor too, just because. Though you did grab another BFG in an earlier secret, so it seems a bit weird to use one to tease like that. The secret in the red room did originally use a different wall texture, so that one is on the converter. 55:55 The point of that was that there was a plasma back there, and the only other one in this level was in the secret you couldn't open. Also the spider was originally a baron, which I assume would have been able to walk out and fight you. Unless more reject table problems were involved. I can't believe that single clip in the monster closet wasn't enough to lure you in to open the secret. :p
@Spectere
21 күн бұрын
Eh, I have to disagree on MAP01. That one somewhat novel mechanic doesn't make up for the lack of any real payoff and the many other downsides the map has (required secret, sparse and oversized rooms, very dull gameplay). Plus, it would be hard to justify giving the other maps higher scores, and this one is definitely weaker than the rest of the lot. The converter doesn't take proximity into account when it does its replacements. The default response file indicates that all placed shotguns should be converted to SSGs. Either they ran into a bug, or someone went into the map afterwards and switched one of the SSGs back into a regular shotgun.
@johngaughan9399
24 күн бұрын
REJECT doesn't affect the player's ability to hear. It is used solely for pruning calculations for "can the monster hear the player." Regarding your comments about graphics quality: I have always thought Doom looked amazing due to its graphical and sound design. The color palette is nearly perfect and meshes well with the stock graphics. The sounds are amazing. I will never grow tired of hearing an imp groan after knocking it down with the SSG. Given the low fidelity of both graphics and sound in a 1993 game, the id devs and artists did an amazing job with the tools of their day. Even compared to other idtech games such as Heretic and Hexen, Doom simply looks and sounds better. Also.. "Elderly" millennial: I'm really old. Gen X (me): what am I then, one foot in the grave? My Silent Gen parents must be zombies by now.
@Spectere
21 күн бұрын
If I mentioned anything about REJECT impacting the player's ability to hear/see, I definitely misspoke. It only impacts the monsters and it only affects line-of-sight. Sound propagation is handled separately. I loved Doom's visuals when it was new, and even now I think it aged remarkably well (as well as Keen 4-6). Heretic and Hexen had a muddier look by comparison, and in Heretic's case the lack of variety didn't help (I swear it has fewer textures than Doom Shareware). And yeah, Doom's sound design is incredible. Sure, most of the sounds were taken from royalty free compilations, but everything just fits together really well. Punchy weapons, great picks for monster sounds. So damn good. I dunno why, I just really like being considered a "geriatric millenial," lol. I think the only reason people tend to split millenials into two groups is because younger ones are practically in their own generation. I feel like I have more in common with X'ers than people born in the 90s.
@johngaughan9399
21 күн бұрын
@@Spectere I'm pretty sure you misspoke. Maybe you were thinking BLOCKMAP?
@Spectere
20 күн бұрын
@@johngaughan9399 The BLOCKMAP only affects collision and path tracing. That is, thing/thing collision, thing/wall collision, hitscan projectiles, and auto-aim traces. The visibility of a THING is determined during subsector traversal, so the player's vision should only be impacted if the nodes were built incorrectly. Aside from the flawed map 8 exception, the player's hearing is simply based on the distance and direction of the enemy, so no level structure impacts that. On the flip side, enemy hearing is sector-based and unaffected by nodes or REJECT.
@johngaughan9399
20 күн бұрын
@@Spectere I know: either way it was a juicy brain fart and that's okay because no underwear were defiled.
@Spectere
18 күн бұрын
@@johngaughan9399 lol, now that's a mental image I didn't think I'd ever have xD
@FireBlueForTheRedSun
24 күн бұрын
WELCOME TO KYLE MALL - every store sells a new horrific version of KYLE He found NO locks in his vigorous play testing. Muhuhuahahaha
@Spectere
21 күн бұрын
Dammit, Kyle! Stop lying to the people! aaaaaaaaaaaa
@ShadesMan
24 күн бұрын
The question isn't 'why' but rather ,'why not?' Said plenty of amateur mappars from this era.
@johnrobinson6170
24 күн бұрын
You could get the other invulnerable from the other side.
@Spectere
21 күн бұрын
Dang! Wish I would have thought to try that. Thanks :)
@johnrobinson6170
19 күн бұрын
@@Spectere No problem.
@bradenatkinson4784
24 күн бұрын
What percentage of d’zone do you think you have completed
@Spectere
21 күн бұрын
Hard to say without knowing how many duplicates there are. If I had to guess, probably around 7-8%.
@majordude1065
24 күн бұрын
I think I made a similar comment in a past video but, Brett12.wad gives big Wolfenstein 3D map vibes, especially when bloodsplats on the floor "hint" at secrets, the weirdly overly long map03, and its secret full of health vials instead of treasure pickups. The room with the deaf-blind zombies in map04 is very similar to an ambush in I think Wolf3D's 2nd episode (I just remember mutants, dunno what map) Wolf3D never had mandatory secrets or softlocks though...
@Spectere
21 күн бұрын
I thought Wolf3D did have a couple mandatory secrets. I could be misremembering, though; it's been a while since I've played it. I don't recall seeing any in Spear of Destiny..
@majordude1065
20 күн бұрын
@@Spectere As it turns out you were correct (sort of). The OG Wolf3d did not have mandatory secrets, but "The Nocturnal Missions" did (Eps 4-6). I never played those, only the original three episodes. Also if you stretch the definition of "mandatory", there were absolutely levels where you needed to find a secret with a chaingun to survive, assuming you died and played by the life system. Thank you for the wonderful videos!
@Spectere
18 күн бұрын
@@majordude1065 Ah, okay. I'm so used to having the full release that I forgot the Nocturnal Missions was a separate set entirely. Heh, yeah, I watched Civvie11's video where he made an attempt to play with the lives system on Death Incarnate, and he had to go down a network of secrets just to get a viable weapon. I'll happily stick with playing on Bring 'Em On, using saves. :P Also, thank you for watching!
@DrWho-vc2go
24 күн бұрын
Nice set of maps...bit sparse and open, though.
@Spectere
21 күн бұрын
Yeah, that's the biggest issue I had with them. Nothing like having to backtrack for 5 minutes because you missed a key in a random hallway. 😆
@johngaughan9399
24 күн бұрын
Also: I know you're busy with other projects right now, but Legacy of Rust needs to be your next one. Don't even put it up for a vote: it's like watching the moon landing and saying "nah, I'm not going to talk about that."
@Spectere
21 күн бұрын
I would love to, but I had some pretty nasty input inconsistency in the new port, which made playing it a pain, and from what I've gathered in various Discords I'm not the only one. I'm not exaggerating when I say that I had an easier time playing Nightmare on my Steam Deck (where it ran flawlessly) than with a keyboard and mouse on my main system. I do have a few options I can use to try to smooth things out. I'll try to get it working before I finish up HR or POOGERS. Alternatively, if the issues it has with dsda-doom (I've heard that it crashes in some points) are fixed, that's another option.
@johngaughan9399
21 күн бұрын
@@Spectere True. I did hear people either have no problem on the new port (myself included) or the input lag is bad enough to make some levels much more difficult than they should be.
@Spectere
20 күн бұрын
@@johngaughan9399 Yeah, it's kinda weird. I didn't have issues with any of the other KEX engine games, so I don't get it. I figured it was an issue with Proton's mouse handling, but it does the same thing in Windows. :/ I still have plenty of compatibility options I can mess around with in my Linux install, as well as possibly some settings tweaks. I'm sure I'll be able to get it working well enough before it comes time to record that series.
@enimapodofficial6618
8 күн бұрын
more like butt12 amirite
@Spectere
2 күн бұрын
lmao butts
@lecoindugamer7644
24 күн бұрын
Whats a conversion in those surprisingly mediocre maps?
@Spectere
21 күн бұрын
There's a tool that automatically converts maps from Doom to Doom II called DM2CONV. There's a bunch of maps in D!ZONE and Maximum Doom that were run through this program for some reason (and they usually have a "2" at the end of the filename).
@anew742
13 күн бұрын
"Viscera" is spelled as "Viscra" in the Wadinator 0/10, disliked and unsubscribed ;P
@Spectere
8 күн бұрын
Wadinator is correct: doomwiki.org/wiki/Varis_Alpha Hah! >:D
@Aeduo
23 күн бұрын
I wonder if for BRETT12.wad they were using a non-visual editor. I don't know what Doom editors were like in the day, but a lot of the mistakes strike me as ones you'd make if you have no sense of what anything looks like until you're in-game. I could see doing a whole map layout too big and then being unable to really fix it once you've loaded it up and find out. Also I don't mind a platform having a lot of shovelware. Better to have democratized development where anyone's oddball idea could be made, could result in some gems and new ideas. Just need some means for people to make informed decisions on purchases, which was a big issue before some of the 2000s.
@Spectere
21 күн бұрын
Visual modes didn't exist on Doom editors until 2003, when the original Doom Builder was released. It's impossible to overstate how much of a game-changer that was. Even so, I do feel the need to point out that Alien Vendetta was created without the aid of a visual editor. Food for thought, I guess. :) (I really should make some time to do that D!Zone'd special on ancient map editors. I briefly showed off a clip of me using DEU in my "30 Years of Doom" video, but that's hardly comprehensive.) The main issue I have with the CD shovelware scene from the mid-90s is that companies like WizardWorks would make money hand over fist by mass downloading user levels from AOL, CompuServe, and various FTP sites, and just burning them on a CD with no regards for quality. I'm all for democratized development, though! Weird and wonky as some of these old maps might be, there's something really endearing about them.
@Aeduo
21 күн бұрын
@@Spectere oh yeah they're definitely an interesting perspective. And novel to see things developed independently without much thought to existing standards or expectations.
@Spectere
21 күн бұрын
@@Aeduo Yeah, there's something really cool about the idea of being a pioneer for a new scene. I was kind of taken by surprised when I saw a few maps that used primitive versions of common modern techniques.
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