View Full Version : What would make the classic Doom games better?
illu§ion
February 10th, 2004, 06:35 PM
Let me hear some of your opinions.
Tower Of Faith
February 11th, 2004, 06:35 PM
Quad damage :D
That's the only feature from Quake that I wish would've been introduced sooner.
Exl
February 11th, 2004, 10:54 PM
More cheese.
And a better Doom2 end-boss.
FATAL
February 12th, 2004, 02:55 AM
And a better Doom2 end-boss.
That's really the only thing I need. Well it's really fun without mouse look, but with mouse look that level is WAY too easy.
illu§ion
February 12th, 2004, 07:59 PM
Exl your avatars, owns.
I agree with the Doom Levels been to easy also the last boss stage. But that was pretty damn hard. I still have to use codes just to pass the game :-D.
Nemesis
February 13th, 2004, 07:24 PM
Tons more weapons. The more weapons the better.
Can't help myself...I'm a gun nut. :D
TheDeadGuy
February 14th, 2004, 08:51 PM
I always thought looking up and down fully (just like the similar way in OpenGL or Direct 3D mode) in software mode would of been nice.
doomjedi
February 15th, 2004, 01:01 PM
Jump pads, sniper type weapons
Sickpuppy
February 16th, 2004, 02:42 AM
A flag for rioting monsters. Demons really shouldnt discriminate between what they attack, they should attack you and any other demons they come across. :D
Bomberman9000
February 17th, 2004, 10:36 PM
A lightsaber or a sword would be a cool thing
yabbacard
February 17th, 2004, 10:58 PM
A fix for the sound so that it works in XP.
Nomad
February 17th, 2004, 11:24 PM
An actual story *bug* Everyone complains how bad of stories that the RPGs have these days, but barely anyone complains about the poor storylines in FPSs these days. Though, so far I've liked Unreal 1's story. And Red Faction's was pretty good, too. Bah. I'll shut up.
I'd like to see better 3d looking. Even with the good ol' source ports, when you look extreme up or down, the walls get a really funky perspective distortion.
FATAL
February 18th, 2004, 06:00 AM
I think jDooM hasn't got this problem. jDooM forever!
Oh and you should get the 3d models for jDooM
ToXiCFLUFF
February 18th, 2004, 11:42 PM
An actual story *bug* Everyone complains how bad of stories that the RPGs have these days, but barely anyone complains about the poor storylines in FPSs these days. Though, so far I've liked Unreal 1's story. And Red Faction's was pretty good, too. Bah. I'll shut up.
I'd like to see better 3d looking. Even with the good ol' source ports, when you look extreme up or down, the walls get a really funky perspective distortion. Any 3d accelerated port has will have this. So you have a list of Legacy, Jdoom, ZdoomGL, Vavoom, Edge in GL which you can use to get rid of it.
Nomad
February 22nd, 2004, 10:36 AM
Really? I use Legacy for my main port, and It still gets the weird perspective distortion when you look up or down :-/ And yes, I use OpenGL mode. I've only used jDoom a couple times, so i don't remember if it did it or not.
FATAL
February 22nd, 2004, 11:25 AM
jDoom really doesn't do this. It's the number one source port out there. The 3d models are just damn beatiful!
Crono
February 22nd, 2004, 07:37 PM
doom2 on the Quake 2 engine would be a MAJOR improvment
Edit: funny avatar FATAL
ToXiCFLUFF
February 23rd, 2004, 04:14 AM
jDoom really doesn't do this. It's the number one source port out there. The 3d models are just damn beatiful! Yet again, in terms of popularity and released content, Zdoom is the one.
Nomad: If Legacy is set to OpenGL mode, the distortion shouldn't be there. As the level is converted to polygons at run-time, this is impossible. The only way this could happen is if you have gr_fov set to more than 90 in the console. As a side note, every 3d game has a small amount of distortion (which lessens as you reduce fov) - this is because monitors are flat. If you look up or down, lines will always bend inwards in any engine.
The Mastermind
February 28th, 2004, 12:57 PM
I agree about the sniper weapons, that would've been awesome. A fun cheat code would be to switch your marine into one of the enemies, complete with their moves, speed, etc. Size mods would need to be implemented, of course, but maybe I'll give a mod like this a try sometime.
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