Thread:Deathstalker666/@comment-1496755-20151224121621/@comment-3547390-20160329095141

I understand the feeling for games I actually care about (aka games after Quake). The one thing about 3d models and Doom was that it was horrible even when implemented, the models looked so terrible and the world didn't feel like how Doom should feel.

Exactly. I just wasn't a fan of the mechanics or overall design of games prior to Quake. Doom is a lot more bearable than most, as you can see by my playing I don't hate it, but it isn't exactly a game I am passionate for either. I look at something like Doom and then something like Unreal or even Quake, they just don't belong in the same category to me. I guess the best way of saying it was that Doom was a game, Quake was the start of games becoming worlds. No, it didn't have consistency, but it was the start of trying to make another world. Doom had enemies that were designed as obstacles, Quake had beings which you ran across and learned about as you fought them.

Later games brought it back, but it was mostly repurposed, meaning the annoying things about them were gone. Thief conflicts with a lot of what I said, yet the design is entirely different from Doom and gives that element of exploring a world. Thief doesn't have you spamming every wall to open it, the use key is designed to interact with items you come across. Thief has a map, but because it was imported as an image the actual level still had to not be maze-like, as you said the map isn't needed in new games like they were during Doom. Thief doesn't really have an easy console to access and can result in getting stuck, but it is only one of the many things that was existent in every title prior to Quake. Plus you have to remember that Quake was also the end of an era, the list would be much longer if I included the stuff Unreal and further games differed in. Plus talking about how they evolved to modern standards isn't exactly a good argument for games prior to Quake since I dislike modern gaming as well.

I haven't encountered older titles that used underwater areas without such a buggy system, I think Duke 3d is the only one I can think of that does it. Plus, like I said, part of the problem is that you really need mouselook or navigating underwater tends to feel really clunky. The swim keys on the keyboard were never my cup of tea, while land movement is relatively fine, I cannot handle trying to turn and raise/lower myself at the same time, too much like a flight sim except without the crashes or dizziness from that extra axis. Much bigger than the graphics, I think a big reason I prefer Quake and games later is because of mouselook support and some implications of 3d. Like I said, invisible sprites above or below you that constantly attack you, yet you cannot autoaim at, are quite frustrating and feel cheap. Doom and similar games can be irritating with elevators, especially when there is an imp that is infinite height that can claw you at the bottom of the elevator yet you cannot see it because you can only look straight ahead. Or perhaps there are hitscan enemies sniping you halfway across the map that you cannot reach unless you manipulate yourself exactly on the stairs (aka Doom II, I think the reason I prefer the first game is because most combat happens on a level plane beyond some elevators such as E1M2). Jumping just doesn't feel right unless you are able to look around. A reason I probably can stand GzDoom more than most others is because mouselook is existent. I guess the strategy is either to drop down past the infinitely tall monsters that will hopefully not enter melee range with you while you are unable to see them, or shoot while you can't see anything and rely on autoaim to help you (which just doesn't feel right, it is a cheap workaround for missing functionality). The problem with mouselook in GzDoom? You end up getting invisible sprites a lot more since there is no depth to them. This means that mouselook is a feature that is more of a pain to handle than anything else of these older titles, yet the implementation of mouselook brings a whole new can of worms that can only be solved by being in 3d. This might be a big reason why I have problems with older titles, Quake has sprites but the things shooting me are always in 3d and thus always easy to be seen while aiming at them with mouselook, while Doom and other such titles make it so I cannot actively see what I am dealing with due to technological limitations. As I said, this is far from the only thing I am not big on older titles about (otherwise I would love the 3d versions of Doom) but it definitely is something that can easily separate titles prior to Quake with those after.

The problem with DeHackEd, as far as I know, is that it changed the parameters. You wouldn't get a new enemy, you would get something that would replace something else. That has always felt more of a conversion than an actual new opponent, I prefer mods that keep the standard stuff and add additional opponents to fight. One thing that might be interesting to check out is Doom randomly generated. There are level generators out there for various older games that allow for an infinite amount of levels, playing with them and finding out how to expand with custom resources to add a ridiculous number so the variety stays fresh would be quite nice. One day I will look into it, though first I actually need to bother with DECORATE based stuff. Plus, while I love random generation alongside a base game, I feel the game needs to have a campaign designed by hand (since a machine cannot properly repeat the quality, especially since many good level designers come up with interesting tricks and hacks to make things look the way they want). Needless to say, random generation is great for when you want more replayability out of a game you love without replaying the same levels again and again, but is definitely not a replacement. Still, it is something I may one day check into, simply because I would enjoy having a large variety of stuff from various places thrown at me in one solid environment.

I am oldschool in terms of preferring to play older titles to see our roots and also because of the preference for older mechanics and certain older games in general, but I just have no qualms with GL and often see the software mode as cruder and a lower graphic option. If Quake only had rendering like WinQuake, it probably wouldn't make a difference to me, but since there is GLQuake I don't see any reason not to use that. Plus WinQuake tends to be more of a pain to function properly and has less options (which is a negative for me since I like setting everything up to how I like it), including less color depth and no transparent water. Software mode also is bad for recording, you often need an API for it to hook properly, which means I would most likely have to convert DirectDraw (if that is what Software is in) to Direct3D. Basically, I like official releases or something which I personally consider part of the vanilla experience (basically, an official release years later feels different than one released not long after the game's development). Newer graphics I don't favor for the reason you said, it often doesn't fit in with the game's art direction so it often ends up looking tacky. Even one done years later by an official team probably would generate a similar response to me, simply because the development team probably has different people or their focus is entirely different than what it was.

Haha, technology is one aspect I don't stay old school with. I may play older games, but my software and computer is usually up to date so I have more power to do things on it. Saddest thing is that I remember floppy disks and having a drive for it on my old computer. We had various pieces of older software or saved information stored on them, though we primarily used CDs. I don't think I ever inserted a floppy myself, the stuff on them was more the stuff you just kept around in case you needed it. Now a VCR is something I had through most of my childhood, I remember having a shelf dedicated to a large number of VHS tapes (which of course took more room with the covers, which means it took up a lot of room).

Hey, I am surprised you didn't notice this stuff was playlisted. I guess when you usually just watch the latest videos you don't need to go looking for the playlist.

Me, I baby my headphones, so "be more careful" is quite the impossible task. The headphones have extendable earpieces, the plastic that does this is often where they break. I have had instances where I could feel the plastic pop apart while it was on my head, often an edge suddenly sticks towards your scalp and it makes a noise as it separates. The only solution to my problem is probably to have a smaller head, I am not sure I can change that one.

Me, I have procrastinated for a bit of time. I was planning on resting three hours ago, then I just got involved with various projects. Part 1 is currently being rendered and probably will be uploaded later today. Since quality-control is less of a thing between individual videos (since we know they are somewhat flawed, therefore the remake) I am planning to start part 2 immediately after part 1 finishes rendering, meaning it will be going while part 1 is uploading/processing.