Happy 24th Birthday Doom!

Doom fun fact:

John Carmack was wrestling with the idea of what to call his game, when he finally found it by watching this movie:

The Color of Money


Great movie.
 
You can now play Doom in OpenGL and the mod is called GZDoom.

Not even nearly the same experience as going from purely 2D-based implied-3D gaming to purely 3D-based visual gaming which is what happened the first time many of us fired up GLQuake with the first Voodoo-powered video accelerator, the Diamond Monster 3D. Aside from the visual impact of things being rendered in hardware accelerated 3D from that moment on, there was also the moment in one of the levels where the walls/floors/etc were "mirrored" in sense that you could look down at the floor and see your character reflected back at you, along with rocket trails being accurately reflected, explosions, everything really.

Oh those were the days, I should put together a classic gaming box again sometime. I did that about a decade ago with a Voodoo 5 5500 card and it was a lot of fun but I sold it for a meager profit. I miss the good old days when gaming was a lot more fun and a lot more frantic.
 
It only took 24 years to get a VR version... er sort of. I guess VFR was not the first. Playing the classic levels on VFR however is kind of kick ass.
 
Correct, but one floor couldn't be directly above another IIRC.

The smoothness of the engine and quality of the textures and lighting was for me the most profound feeling.. It had such a good feel and striking look. Pair that up with lots of killer weapons, baddies, and great level design and well the rest is history. :)
 
Not even nearly the same experience as going from purely 2D-based implied-3D gaming to purely 3D-based visual gaming which is what happened the first time many of us fired up GLQuake with the first Voodoo-powered video accelerator, the Diamond Monster 3D. Aside from the visual impact of things being rendered in hardware accelerated 3D from that moment on, there was also the moment in one of the levels where the walls/floors/etc were "mirrored" in sense that you could look down at the floor and see your character reflected back at you, along with rocket trails being accurately reflected, explosions, everything really.

Oh those were the days, I should put together a classic gaming box again sometime. I did that about a decade ago with a Voodoo 5 5500 card and it was a lot of fun but I sold it for a meager profit. I miss the good old days when gaming was a lot more fun and a lot more frantic.

No need to build a way back machine.

QuakeSpasm <http://quakespasm.sourceforge.net> is a modern, cross-
platform Quake 1 engine based on FitzQuake
<http://www.celephais.net/fitzquake>.

It includes support for 64 bit CPUs and custom music playback, a new
sound driver, some graphical niceities, and numerous bug-fixes and
other improvements.
 
Here are quick instructions:
Go here:
https://zdoom.org/downloads
download zdoom (if you want opengl download gzdoom, i dont like texture filtering in doom so i prefer zdoom...)
extract to folder

Go here:
https://doomwiki.org/wiki/DOOM1.WAD
download doom1.wad (this is shareware version, if you own doom, doom2, strife, heretic, or hexen you can use those wad files)
copy to same folder

Run zdoom.exe
controls are default like they were when doom came out. You can setup mouselook and change resolution in the setup.
 
Was 14 back then - oh to be young again! I remember I was so pissed because my parents' Packard Bell 316SX only had 2MB of RAM and this required 4. It would have been a chop-fest anyway but once I bought my own (first) computer, a Gateway 2000 P5-75, this was just butter-smooth... and the wavetable MIDI of that SoundScape audio board - oh man!

I was one of those lucky ones who actually had (and still has!) a Roland Sound Canvas 55. Huge step up in audio quality from the Adlib that everyone else had/has.
 
Yep, because like Wolfenstien, Doom was inherently a 2D game, albeit with a 3D perspective.

Not quite. While the character animations were done with simple texture flipping, on a flat poly, the levels were 3D using a BSP engine. I would call it a blend of 2D and 3D.
 
If I'm not mistaken, floors could not be on top of each other due to the actors having infinite height.
 
This makes me feel old...

You know what makes me feel old... all these damn kids on this thread that have no frigging clue what they are talking about.

Doom was an expansion to Wolf3D? WTF? Doom was overrated and 2.5D wasn't a big deal? WTF? Tie Fighter had real 3D graphics and was better than Doom? WTF, different genre bro and X-Wing or Falcon 3.0 would have been better comparisons for the time anyways...

If you weren't old enough or even around for Doom when it released, just shut the fuck up and stop acting like you know what you are talking about. You damn kids that think you know everything because you have access to the Google-machine are getting really fucking old.

Now get off my damn lawn and go back to your latest CoD or CoD-clone of choice, I'm going to fire up Zandronum and kill some imps.
 
You know what makes me feel old... all these damn kids on this thread that have no frigging clue what they are talking about.

Doom was an expansion to Wolf3D? WTF? Doom was overrated and 2.5D wasn't a big deal? WTF? Tie Fighter had real 3D graphics and was better than Doom? WTF, different genre bro and X-Wing or Falcon 3.0 would have been better comparisons for the time anyways...

If you weren't old enough or even around for Doom when it released, just shut the fuck up and stop acting like you know what you are talking about. You damn kids that think you know everything because you have access to the Google-machine are getting really fucking old.

Now get off my damn lawn and go back to your latest CoD or CoD-clone of choice, I'm going to fire up Zandronum and kill some imps.

Falcon 3 .0 and X-Wing were the reason Thrustmaster was making a mint. The joys of mapping 19 buttons is lost on kids today with their 2/6 layouts!
 
Yeah not everyone had a home LAN back in low/mid 90's. My roommate and I did, running coax and BNC connectors. LAN is why Doom/Doom2 were so popular at offices... the first real LAN multiplayer game.

We tossed the cable out the window, dropping it down a floor, to connect two apartments together with coax! Many beer-infused deathmatches commenced (they started as co-op...:whistle:)
 
No need to build a way back machine.

You're still not getting it: all the newer technology doesn't make the game more fun or interesting, it's the older tech that does that, especially using an actual Diamond Monster 3D card with GLide support and the original code of the game as written by John Carmack himself.

Playing today's heavily modified Quake executables with all sorts of mods and addons with super high resolution displays, it pales - it literally pales in comparison to the experience of playing the original games on that older hardware, it really truly does.
 
If I'm not mistaken, floors could not be on top of each other due to the actors having infinite height.

Yeah, pretty sure it's something along those lines. That's why you can kill an enemy a floor above you without being able to aim vertically.
 
Correct, but one floor couldn't be directly above another IIRC.

Right, so it was just the same flat linear maps as Wolf, with stairs leading up/down inclined planes.

The only reason people felt like the game was immersive was because they used every trick in the book to make sure you didn't examine the underlying pieces for long.

So they made a scary movie simulator, without any actual story line. Boring.

This is why I call Doom a Wolf3D expansion pack. The engine was only marginally changed, and in the end of the day the maps were all the same single-level 2D maze.
 
Dang, it brings back fond memories of our first LAN parties playing DOOM for hours and hours.

I remember getting motion sickness from Doom II, those walls with the scrolling wrapping neon iridescent textures really used to fuck with me.
 
Right, so it was just the same flat linear maps as Wolf, with stairs leading up/down inclined planes.

The only reason people felt like the game was immersive was because they used every trick in the book to make sure you didn't examine the underlying pieces for long.

So they made a scary movie simulator, without any actual story line. Boring.

This is why I call Doom a Wolf3D expansion pack. The engine was only marginally changed, and in the end of the day the maps were all the same single-level 2D maze.

Who cares if they used every trick in the book?!? Why shouldn't they? They were the ONLY ones capable of pulling that off at the time, and they did it flawlessly. If you can't tell the difference between Doom and Wolfenstein, I highly doubt you're even worth talking to where games and the tech behind them are concerned.

If you didn't enjoy the game (which is totally fine) then great, but to not grasp the differences is asinine, and makes me think you're just making a poor attempt to crap on the thread. The differences are night and day.

There was nothing even close to it at release.

Obviously other games followed with more depth. I'll use the System Shock example again. It blends everything cool about the new 3Dish possibilities with an in depth story, immersive emergent play, and a ridiculous amount of character progression, weaponry, and multiple ways to complete various tasks. However, it's arguable that there wouldn't have been System Shock (at least for a few more years) without the pioneering work that id was doing.

Actually Ultima Underworld is likely more the source of much of System Shock's engine inspiration, and actually predated Doom as well. Similar release timeframe to Wolfenstein actually. I'd give the nod to UU for flexibility, but to Wolfenstein for performance.

Ignoring that reeks of ignorance.

There's a reason the game was ported to every system in existence, and is still being ported to everything known to man to this day. (including printers, cell phones, car entertainment systems, the Optimus keyboard (IIRC)) and why there are people celebrating it's anniversary, why a sequel in 03 and another in 2016 were so popular. While it may not be to your taste, it is a good game (if simplistic in nature (which IMO is part of its beauty)) and a metric fuck-ton of people REALLY REALLY like it. You're welcome to your opinion of the gameplay, but it's a technical masterpiece for its time. I don't see how you can argue against that.
 
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Not quite. While the character animations were done with simple texture flipping, on a flat poly, the levels were 3D using a BSP engine. I would call it a blend of 2D and 3D.
When most people mention that doom and other fps of that era are 2.5D they aren't usually refering to the use of 2d sprite animations (many games that are considered "fully 3d" still make A LOT of use of sprites, quake, half life, descent, unreal, etc etc). Like others have mentioned, they are usually referring to the fact that the level is made up of flat 2d "sectors" that are joined together with "linedefs".

This inherently meant that every "wall" in the game has to directly connect either to the ceiling, floor, or both. For doom, it also means there is no such thing as sloped surfaces, everything is flat.

In doom this is a pretty hard rule. In other games like duke3d and dark forces, they often found tricky ways of creating fully 3d illusions. The build engine for duke3d is actually quite interesting in that it allows non-euclidean level design by default (a hallway can wrap back onto itself but you will not be at the same point as when you started). They used this often to create the perception that one room was above another, but the engine itself could not typically actually render this situation (you could never see the above room and below room simultaenously).
Example here:


There are also some situations in duke3d where they created bridges. I forgot exactly how they did it, but it was also some trick they had to pull off.
 
I first played Doom on the PlayStation 1 but I still consider it the greatest game in history. The sound effects and music were 1000 times better on the PS1 and it made a superb game even better! Final Doom is my all time favorite. The added night scenes just made it that much better. I still make it a point to play Doom or Final Doom every couple months on my PS1.
 
I first played Doom on the PlayStation 1 but I still consider it the greatest game in history. The sound effects and music were 1000 times better on the PS1 and it made a superb game even better! Final Doom is my all time favorite. The added night scenes just made it that much better. I still make it a point to play Doom or Final Doom every couple months on my PS1.

I thought the PS version was pretty cool too. Though after playing on a source port on the PC with full mouselook, I couldn't possibly go back to ANY previous version.
 
You're still not getting it: all the newer technology doesn't make the game more fun or interesting, it's the older tech that does that, especially using an actual Diamond Monster 3D card with GLide support and the original code of the game as written by John Carmack himself.

Playing today's heavily modified Quake executables with all sorts of mods and addons with super high resolution displays, it pales - it literally pales in comparison to the experience of playing the original games on that older hardware, it really truly does.

Take off the rose colored glasses.
 
Take off the rose colored glasses.

Some of us remember the days of pre-3D accelerated games and appreciate the massive difference between what's available today - the run of the mill most everything looks and works the same and basically IS the same as everything else - and those days when 3D first took off. GLQuake in its original incarnation is infinitely superior to any mod available today and I wouldn't be the first person to point that out.

I know you love boosting your post count but seriously... :sneaky:
 
I just recently downloaded Brutal Doom with the FreeDoom2 wad, haven't had so much fun playing a game in a long time.
 
We tossed the cable out the window, dropping it down a floor, to connect two apartments together with coax! Many beer-infused deathmatches commenced (they started as co-op...:whistle:)

I did that with the first Starcraft for LAN games with my neighbors! Ran the coax out the window over to their place. For some reason twisted pair hubs/switches were stupidly expensive until like 1998.
 
Some of us remember the days of pre-3D accelerated games and appreciate the massive difference between what's available today - the run of the mill most everything looks and works the same and basically IS the same as everything else - and those days when 3D first took off. GLQuake in its original incarnation is infinitely superior to any mod available today and I wouldn't be the first person to point that out.

I know you love boosting your post count but seriously... :sneaky:

Plays the same as far as I remember it. Yea, I was there and had Doom and Quake. I own complete ID pack and Unreal pack on Steam too.

Here is what quakespasm looks like in action.



Next!
 
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Plays the same as far as I remember it. Yea, I was there and had Doom and Quake. I own complete ID pack and Unreal pack on Steam too.

Next!

ha.. hahah.. HAHAHAHAHA... You own them on steam.. god.. give me a minute I'm working on catching my breath. Yea you clearly have been around since the inception of FPS games. God I bet you were just the bomb at Spear of Destiny right? lol...

Guy owns them on steam. HAHAHAHAHAHAHA... Sorry.. damn that's funny shit right there.
 
ha.. hahah.. HAHAHAHAHA... You own them on steam.. god.. give me a minute I'm working on catching my breath. Yea you clearly have been around since the inception of FPS games. God I bet you were just the bomb at Spear of Destiny right? lol...

Guy owns them on steam. HAHAHAHAHAHAHA... Sorry.. damn that's funny shit right there.

I owned the originals, I re-bought the digital versions on Steam is what I mean. Twat.
 
I also own them all in Steam, but yes, I still have all my original id games, (all of them) original Looking Glass, Origin, Bullfrog before the suck, original golds from any games I worked on, etc. I'd still rather click a button to play though. It is nice being able to pop in the Quake disc so the real soundtrack plays though.
 
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