Are they planning to add the master levels for Doom 2? They're not great but it'd be cool to have all the official maps available.
Are they planning to add the master levels for Doom 2? They're not great but it'd be cool to have all the official maps available.
IIRC, 320 x 200/Mode Y was intended to have non-square pixels that were 20% taller than wide, which you can't accurately replicate on an LCD with a vertical resolution lower than 1000 without either squishing the image or having some interpolation artifacts. It may have just been better to render from a different base resolution entirely like PC source ports do.
a PSX mod for Doom has existed for a long time, it's a fun way to experience it, more like a horror game.The PSX version was based on the Jaguar version of the games. The levels are modified and cut down to fit older console memory space, so transferring the PSX to PC won't be cut and dry, they would have to re-do it from scratch.
I hope you all are ready to face the Chaingunners in Plutonia.
Not to oversell it, but I do love No Rest for the Living. Hope you enjoy it!Ooooo No Rest for the Living. Gonna jump on that since I never got a chance to snag the 360 release before they delisted it.
What's that?
That mod is for what might as well be a completely different engine. It will never happen, that's too unrealistic of a proposition.I would totally consider buying the games on Switch if I could use Brutal DOOM as well as turn on up and down aiming. (Is this an option?) I can't stand having mouse look locked to the horizontal axis. It's off-putting. I need to be able to aim anywhere.
SIGIL is available for the Switch versions tooPlease tell me SIGIL is available for the Switch versions too?
I'm all for authenticity, but pixel peeping "analysis" on a game that used to run at 320x200 is probably excessive IMO
I'll give Brutal DOOM a pass. But I need to be able to aim up and down.That mod is for what might as well be a completely different engine. It will never happen, that's too unrealistic of a proposition.
I'm all for authenticity, but pixel peeping "analysis" on a game that used to run at 320x200 is probably excessive IMO
a PSX mod for Doom has existed for a long time, it's a fun way to experience it, more like a horror game.
Music was already fixed in a prior update iircNice, did music get fixed as well? That's the only thing from the DF video I dont see mentioned
You sure? Aren't all the additional campaigns not specific to Doom 1 or 2 anymore in this version.SIGIL is available for the Switch versions too
(Needs Doom 1 though)
I believe Sigil is Doom 1 and No Rest for the Living is Doom 2. Plutonia and TNT are for both.You sure? Aren't all the additional campaigns not specific to Doom 1 or 2 anymore in this version.
i remeber reading something like this.
SIGIL is in the list of add-ons for Doom 1 and is not in the list for Doom 2.You sure? Aren't all the additional campaigns not specific to Doom 1 or 2 anymore in this version.
i remeber reading something like this.
SIGIL is DOOM specific and No Rest for the Living is DOOM II specific. TNT and Plutonia are on both.You sure? Aren't all the additional campaigns not specific to Doom 1 or 2 anymore in this version.
i remeber reading something like this.
I think you misunderstand the issue.I'm all for authenticity, but pixel peeping "analysis" on a game that used to run at 320x200 is probably excessive IMO
That may also not happen (though who knows, frankly the add-ons system itself is surprising in itself, though fundamental gameplay changes is a rather different category). Manual vertical aiming would allow for easy progression breaking in many vanilla maps. As a minor example, MAP30 of Doom2 can be broken over its knee with this ability, while more egregious examples is any shootable switches that require the player to be at a specific elevation elsewhere in the map (Memento Mori II MAP03 comes to mind). Also you'd be stuck with Y shearing given it's the original software render, which is generally undesirable for most people.I'll give Brutal DOOM a pass. But I need to be able to aim up and down.
I've seen that image a hundred times and never noticed the Arch-vile.
I have Doom 3 on Xbox One, but I'm not sure if I'll get Doom 1&2 on the X or Switch. I'm super conflicted.
pretty much if you can think of it i am sure people can make it work in Doom i mean their is a mod to let you play as demons like in the new DOOM their is a mod that adds customs sprite and weapons based on it so many gameplay mods are cool doom is legit endlessa PSX mod for Doom has existed for a long time, it's a fun way to experience it, more like a horror game.
I think you misunderstand the issue.
CRTs could take a 320x200 image (16:10) and display it in a 4:3 aspect ratio without performing image scaling.
Modern displays use a fixed grid of pixels. It doesn't matter if the game was originally 320x200, to display a 320x200 image in the correct 4:3 aspect ratio without distortion (blurring or flickering) it needs to be scaled to at least 1600x1200.
It's not about rendering the game at a higher resolution, that's just how image scaling/aspect ratio correction works.
Yup, you can.Important question to anyone who has played the updated ports!!!!
Can you switch to the fist after getting the chainsaw now?
If you want to play Sigil you need to get Doom 1.Should I get Doom 1 or 2 for the switch? Which one has Sigil? I dabbled in both a long time ago, but I played Wolfenstein 3D about a 1,000 times.
Thank you for the technical explanation, much appreciated. I still think that these ports are now excellent, unlike when they were first released.
Sure if someone wants the "real original" experience then play on the PC preferably on a CRT, like many retro gamers enthusiasts do for other old games. My point was that nitpicking this port to that degree, pointing out that it's not 100% like it was on a 486 66/33 (I actually played it on that in '94) it's kind of pointless. That's just me.