T.R | Title | User | Personal Name | Date | Lines |
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147.1 | | UHUH::DILLBERGER | Bob Dillberger | Thu Nov 17 1994 15:55 | 20 |
| > 1. You can't change the gameslot that Quicksave uses without exiting
> and restarting the game.
Yeah, this bugs me, too. Overwrote numerous games I wanted to save before
I figured out what was going on.
My personal pet peeve: Games that behave differently when saved and then
loaded than when played straight through.
I think it was in "Circle of Death" where I saved a game as I was standing
close to an edge. When I restored the game, it started with me falling off
the edge. What was worse, when I hit the bottom, I couldn't move in any
direction even though the way was clear (i.e., movement keys had no effect).
Since I was standing in radioactive slime, all I could do was watch myself
die. So much for that game.
Now I'm on some level (don't recall which one) which has one of those
wonderful spots where you innocently pick up a goodie and all h*ll breaks
loose. Only I saved the game just prior to picking up the goodie. Now
when I load the game and pick up the thing, nothing happens. Bummer.
|
147.2 | my pet peeves | DAVE::MITTON | Token rings happen | Thu Nov 17 1994 18:00 | 12 |
| I don't like the fact that Imps can claw me if I stand near an edge or
window where they are in an area...OUT OF REACH...OUT OF SIGHT.. below.
...and on that subject I HATE IT in a level like Factory where you have
Imps and Machine gunners shooting at you at a heights from a distance,
yet the Doom automagic target height lock will not engage them from the
same distance. If they can shoot you, you should be able to shoot
back.
there I said it
Dave.
|
147.3 | | FORTY2::HOWELL | Just get to the point... | Fri Nov 18 1994 08:05 | 17 |
| re.all
Yep I'd have to agree with all of these gripes, particularly the
imps/pinkies/spectres/etc clawing at you when you're actually 50 feet
above them on the edge of a ledge!
One small thing, though, (re.0)
>>2. Some areas have a _very_ narrow window of pass/fail.
>> Examples:
>>Crusher - getting onto the elevator after tripping the switch
>> (impossible)
I think this is intentional. Doom 2 has considered multiplayer games a
lot more than Doom 1. With clever use of attributes, levels can be a
totally different ball game when playing co-op. And besides, there's
not much to talk about in that section of The Crusher anyway ;-)
Dan
|
147.4 | Let's form a club! | TROOA::BARTLETT | I set my personal name to this. | Fri Nov 18 1994 09:05 | 16 |
|
Looks like I am not alone.
Last night trying to exit Tracks and Traps (as if it wasn't bad enough
already) is a series of pillars you must run along, turn right and get
to the exit before you get lowered into the slime. This goes onto the
list of TYPE 2 gripes...
Oh yea and the ChainGunners on the lower level of the Gantlet - they
can shoot me but I can't shoot them...
RE: last - I suppose that could be true - I've never played multiplayer
(co-op or deathmatch) so I can't really comment.
Jason...
|
147.5 | How narrow was it? | DAVE::MITTON | Token rings happen | Fri Nov 18 1994 09:32 | 11 |
| RE: narrow failures
Yes, that section of Tricks and Traps convinced me that frequent saving
is really required in DooM II. In Doom 1, there was usually a way to
recover from something if you screwed up the first time. Doom II is
not always that nice.
...speaking of narrow windows... wait until you see some of the 2x
levels. Talk about narrow...;-)
Dave.
|
147.6 | It's not just green any more. | TROOA::BARTLETT | I set my personal name to this. | Fri Nov 18 1994 10:40 | 8 |
|
Without using F6Y and F9Y 'bout a million times I never would have made
it through the level at all.
There are certainly lots of 'you die here' traps to fall into in
DOOM][, plus the slime(s) are different colours too.
Jason...
|
147.7 | | KUZZY::PELKEY | Life, It aint for the sqeamish! | Fri Nov 18 1994 14:50 | 12 |
| - I wish you could look up and down a little bit.
- Targetting is a little different in DOOM ][ It's harder
yea, it seems as though you can't pick off some targets, but sometimes
the chain-gun can spray em.. (Rocket's seem to be the tuffest..)
- Save Game corruptions seem to happen more in DOOM ][
- It's almost TOO dark most of the time...
But it's still my fav. pass time..
|
147.8 | Shooting at elevated targets | ICS::WLDLFE::salmon | | Fri Nov 18 1994 15:04 | 20 |
|
RE: last few on targeting enemies who are up (or down)
3 or 4 levels.
I was playing firing the rocket launcher at some imps and a chain
gunner that were up high. What I noticed is that the gun you are
has to be lined up vertically with your intended target for the
DOOM auto targeting to know you want to shoot up.
Problem is to actually see up four stories to aim at the bad guys
you have to be standing quite a long way away from them. The further
away you are the harder it is to line them up.
Last night I found that on some shots, one rocket would go shooting
off level with the ground and by moving the mouse so the screen
shifted 1 or 2 pixels (hardly moving the mouse at all) the next
rocket would land right in amongst the bad guys.
Sion
|
147.9 | Another spleen venting. | TROOA::BARTLETT | I set my personal name to this. | Fri Nov 18 1994 17:01 | 23 |
|
Another example of .-1
If you are standing on the floor of the "Crusher" room. The Imps can
shoot down on you but it nearly impossible to hit them. If you can get
close enough to sight them then you can't shoot them (autolock won't),
if you further back you can't hit them beacuse you can't sight them
accurately enough.
Another thing I've noticed. It seems that not all baddies of the same
type are the same in the way they move and fire at you. For example: In
the Crusher's "Escher Room" (with the spiral staircase) there is a
platform with three Imps on it. Two of them just sort of shuffle around
(and walk away from you) and are easy to kill off, the third has a
different walking pattern. It seems to walk faster and change direction
(left to right, but not away) more often and is therefore harder to
hit. It always seems to be the same one (of the three) that does this.
Not exactly a gripe, but I'm in that kind of mood.
Jason$whose_FORD_just_broke-down_AGAIN_and_left_him_stranded_downtown.
|
147.10 | Getting a bigger view on things..... | FORTY2::HOWELL | Just get to the point... | Mon Nov 21 1994 04:41 | 8 |
| re.Aiming at different height floors
This can be a major problem, but moreso if you can't use a full screen.
I generally use the full screen with stats bar along the bottom, and
then for these tricky targetting moments just pump the window up to
full screen. Sometimes it's just that little extra you need to stuff a
rocket up a collection of imp butt's.... :-)
|
147.11 | | TROOA::BARTLETT | I set my personal name to this. | Mon Nov 21 1994 09:54 | 14 |
|
Sometimes you can get around this by using and "area" weapon (Plasma
Gun or BFG9000). These weapons have a larger 'blast area' and can be
more effective in these cases.
Its too bad we/I/us (whatever) don't have something like a grenade
launcher/fire ball thrower etc. that covers a larger area and doesn't
require pinpoint accuracy.
Even with full-screen on some baddies can be a [sounds like] witch to
hit.
Jason...
|
147.12 | | FILTON::NOBLE | Juggling while Rome burns | Mon Nov 21 1994 11:25 | 4 |
| I find that autoaim works best if you let the imps etc fire first...it
seems to get a height reading off that.
|
147.13 | Let em know you're home! | VEGMIT::LAXTON | | Mon Nov 21 1994 17:29 | 13 |
| Re .1
> Now I'm on some level (don't recall which one) which has one of those
> wonderful spots where you innocently pick up a goodie and all h*ll breaks
> loose. Only I saved the game just prior to picking up the goodie. Now
> when I load the game and pick up the thing, nothing happens. Bummer.
This happened to me as well in the spiral staircase room on level 15. The
problem is that after you load a saved game the creatures dont know you're there
until you make a noise. If you fire one shot or give a buzz on the chainsaw
before you pick up the trigger, you should be dead within seconds.
Phil.
|
147.14 | I ain't talkin' no imp-stink neither! | SUBPAC::MAGGARD | Integrate! | Mon Nov 21 1994 17:52 | 15 |
| > Last night trying to exit Tracks and Traps (as if it wasn't bad enough
> already) is a series of pillars you must run along, turn right and get to the
^^^^
> exit before you get lowered into the slime. This goes onto the list of TYPE 2
> gripes...
Well... your 'must' is a little strong! :-)
Might I suggest you can alleviate your 'must' by looking for the little red
shower stall in the room with the bunk beds...
- jeff_with_more_to_a_pun_than_meets_the_eye_:-)
|
147.15 | | TROOA::BARTLETT | I set my personal name to this. | Tue Nov 22 1994 09:09 | 7 |
|
Sorry negative comprendeze vou...
What is the bunk bed room?
Jason$not_getting_it_today
|
147.16 | | FORTY2::HOWELL | Just get to the point... | Tue Nov 22 1994 09:23 | 8 |
| I imagine he means the lovely quiet dormitory where a lot of tomatoes
were sleeping until you rudely interrupted them.
And I find it a lot easier to get over those end-of-level platform by
NOT running. Just do cursor up & cursor right, and open the door and
get in as soon as possible (with a DB shotgun at the ready!).
Dan
|
147.17 | | TROOA::BARTLETT | I set my personal name to this. | Tue Nov 22 1994 10:55 | 5 |
|
Is this the room that is 'empty' until you pick up the object (red key
?) ?
Json...
|
147.18 | | FORTY2::HOWELL | Just get to the point... | Tue Nov 22 1994 11:04 | 7 |
| I don't think so, I dunno for definite. I seem to remember a 'red
shower cubicle' appearing in the 'room full of sleeping
giant-red-fireball-spitting-overgrown-raspeberries' ...
There, is that a big enough hint for you ?!?!? :-)
P.S. Shouldn't this be in the "Tricks'n'Traps" topic now ?!?!?
|
147.19 | Dazed and Confused. | TROOA::BARTLETT | Welcome to the next video. SAGET! | Wed Nov 23 1994 00:03 | 5 |
|
This [tangled] thread moved to Tricks and Traps...
Jason...
|
147.20 | More gripes | BRUMMY::WILLIAMSM | Born to grep | Wed Nov 23 1994 04:15 | 26 |
| Back to gripes
How come you can't defend yourself with things? - Like the chansaw, I
want to be able to wave it about and parry imps please
I want to take weapons from the dead in -deathmatch
I want to swap weapons and ammo in co-op
I want to decide when I use special equiment like radiation suites,
that should be simple enough.
I want to be able to crouch or lie down (fit through those itty bitty
gaps.)
+previous, how about mines, satchel charges etc. left as booby traps, a
real deathmatch moment. Even link te DBSG to a door switch, oh what
fun.
I want the thing to run properly on my sad little 386!!!
I want quake
I want to get a life.
R. Michael.
|
147.21 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 04:20 | 16 |
| Since Quake is going to need a decent machine to run on (suggested a 66
minimum) I think Id should develop the Doom engine for all these
extras.
How about some heat sensitive goggles which can see through walls/etc
so you can tell if that baddy is just around the corner. You lose all
colour, but really hot things glow ... things like Lost Souls would be
white hot, and the lava in certain levels would render the goggles
virtually useless, and Arachnotrons wouldn't show up on them at all,
etc etc...
Coo-el!
Dan
B-[ <--- Me modelling this latest Doom add-on.
|
147.22 | It's good enough for me :^) | BAHTAT::HILTON | Beer...now there's a temporary solution | Wed Nov 23 1994 04:31 | 3 |
| Gee, the best game out for years, and you guys want more!!!
;^)
|
147.23 | | TROOA::BARTLETT | Welcome to the next video. SAGET! | Wed Nov 23 1994 10:50 | 15 |
|
RE: LAST Yes now yer gettin' it. 8^)
I like the goggles idea - imagine a 'view' like the invulnerability but
with a colour thermograph indicating baddies.
While we're at it. How come bullets don't ricochet? And why can't you
blast through walls/bars etc. between you and them?
Yeah and another one. I don't like to use the combat shotgun too often
(due to slow reload). Whenever I want the shotgun I have to hit 3
twice - which is too slow when caught by surprise. I'd like to be able
to set my shotgun preference.
Jason...
|
147.24 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 10:56 | 10 |
| Somebody in an internet newgroup suggested a jetpack of some sort.
That'd be quite clever.
Hey, let's make it so you can call up air support and have an entire
area bombed!!!!
Okay I'm getting silly now... sorry.
I just don't like the sound of Quake - all axes and swords and stuff.
Hand combat is for pansy games, I WANT PLASMA GUNS IN QUAKE!!!
|
147.25 | What goes around, comes around! | WAYOUT::LOAT | Thats a nice bit of rope! | Thu Nov 24 1994 06:38 | 15 |
|
Anyone remeber the old days of the VMS doom? (A maze type adventure
game played on a character cell terminal?) If so, this may ring a bell!
The developer used to read the notes conference, make notes of all the
abilities/objects we wanted added, then add them for the players, and
the baddies!
...imagine, you've stopped to collect your thoughts, when suddenly an
baddie sees you through the wall, and shoots. The wall collapses, and
you die, shot to pieces and crushed in the debris...
I think DOOM is fine just the way it is!
Steve.
|
147.26 | | FORTY2::HOWELL | Just get to the point... | Thu Nov 24 1994 06:43 | 3 |
| VMS doom ?!?! You're having me on........
<:-|
|
147.27 | Don't get your hopes up! | WAYOUT::LOAT | Thats a nice bit of rope! | Thu Nov 24 1994 06:57 | 18 |
| re .-1
No I'm not kidding, it's just nothing like you think it is!
It's a character cell based maze game, with the whole of the layout on
a 80x24 character cell screen.
It was oriogionally called DOOM when it was only available inside
Digital, but it has since become a proper game, under the name
Operation Thunderbolt (?) when the author left Digital.
Sorry for getting your hopes up!
Steve.
PS See the notes conf. 501CLB::DOOM for more info about this game. It
used to be huge when it was first out, but has since died down.
|
147.28 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Thu Nov 24 1994 07:16 | 4 |
| I remember VMS Doom well. Damned good game. Going back a few years
mind... (like about 8)
Laurie.
|
147.29 | | PURPL1::SWANSON | Ride The Lightning | Fri Dec 02 1994 12:37 | 17 |
| > How come you can't defend yourself with things? - Like the chansaw, I
> want to be able to wave it about and parry imps please
You can use the Chainsaw on Imps. Works quite well.
> I want to decide when I use special equiment like radiation suites,
> that should be simple enough.
It is. Just pick up the suit when you need it! Simple!
Oh, you meant you want to be able to pick up the suit "now" and use it
at some later time? Wouldn't that take some of the strategy out of
the game?
Ken
|
147.30 | | SMAUG::MENDEL | Welcome to the next baselevel | Thu Dec 15 1994 13:15 | 10 |
| >>Crusher - getting onto the elevator after tripping the switch
>> (impossible)
I did it no probs! Is this still considered impossible?
Hint:
Run straight towards it - don't go along the wall.
|
147.31 | | PCBUOA::KRATZ | | Thu Dec 22 1994 21:39 | 7 |
| Pet peeve: pick up a Bezerk health kit, and your weapon changes to
hand thrusts. And what good is the Bezerk mode anyhow?
Doom2 would hang after loading several of the saved games made
during level 30. Never had a problem saving/reloading up until
level 30. That made this stupid level even harder. ;-) Kratz
|
147.32 | more than you think... | GIDDAY::GILLINGS | a crucible of informative mistakes | Thu Dec 22 1994 21:47 | 13 |
| re .31:
>And what good is the Bezerk mode anyhow?
It lasts the whole level, not just the time on the pinked screen. Once
you have Bezerk (sp?), it's THE most effective weapon (short of a BFG)
against anything that doesn't shoot at you, and pretty damn devestating
even against things that do. You can take out a Demon (pink gorillas) or
Spectre with a single punch. It's possible to clear a whole room full of
them without firing a shot or taking any damage. Just position yourself
so they can only attack one at a time and keep hitting.
John Gillings, Sydney CSC
|
147.33 | Of course I knew that as well | KERNEL::WITHALLG | The Hero | Fri Dec 23 1994 05:29 | 14 |
|
>And what good is the Bezerk mode anyhow?
It lasts the whole level,
Does it ???, So me running around like a madman trying to find
something to punch before the screen fades out is errrmmm.. not
necessary ??.
Well ya learn something new everyday.
thanks John Gillings Sidnee see s see
|
147.34 | | FORTY2::HOWELL | Just get to the point... | Fri Dec 23 1994 05:47 | 16 |
| >>It lasts the whole level,
Yup, this is true... even after the red-ish hue fades out, you're still
psyched up and ready to hurl some guts (not your own, of course).
Berzerk is *great* (and a bonus you'll be glad you have) when you're
low on ammo (or completely out!). Former humans will explode with a
single punch every time. Imps can be done with 1, definately 2 hits.
Spectres/demons take 1 or 2 also.
The berzerker pack and the chainsaw are the 2 most underestimated and
yet darn handy weapons in the whole of Doom. And the BFG is the most
overrated piece of crap known to man. So there :-]
Cheers,
Dan
|
147.35 | | TROOA::BARTLETT | Welcome to the next video. SAGET! | Sun Dec 25 1994 13:24 | 5 |
|
I'd be a full-fledged chainsaw Zorro if it _didn't_ explode the barrels
when you hit then - I usually take myself out more often than not.
Jason...
|
147.36 | | FXTROT::ALLEMANG | | Tue Dec 27 1994 15:37 | 6 |
|
Re: Berzerk
Plus, don't forget that it restores you to 100% health, no matter how
beat up you might be. Sometimes it works well to wait until you need
more than a medkit to pick up the Berzerk pack...
|