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Article #87441

Re: Doom 3 vs. Doom 2

#87441
From: Smola
Date: Sun, 15 Aug 2004 09:23
41 lines
2125 bytes
Ok, so now I'm gonna talk about how to make old D2 more like D3...


In article <XrsTc.144624$bp1.123573@twister.nyroc.rr.com>, 
cedmunds@spamless.rochester.rr.com says...
> Doom 2: Clear out rooms one at a time because you don't want to fight a war
> on two fronts.
> 
> Doom 3: Monsters can teleport in behind you even in a room which is
> "cleared".


In D2 this could be made too, not mentioing new ports which allow 
scripting.


> Doom 2: Have the right weapon in your hands as you enter a new room.
> 
> Doom 3: You'll need a flashlight in your hands at some points in the game
> because otherwise you just plain can't see where you're going.

D2 levels can be made dark too, so it's a matter of level design.

> Doom 2: Listen for a sudden new sound -- that means a monster has seen you.
> 
> Doom 3: Listen all you want, but keep in mind that there are a lot of
> machines around which make funny sounds too, so you never know.

This could be easely implemented in a D2 port.

> My conclusion is that Doom 3 is a lot like Doom 2 without a safety net. 

My conclusion is that all that scary stuff could be made in D2 or can be 
made in D2 ports. I'd really like to see a D3-Doom2 port. :)))

Or maybe a total conversion. :)


-- 
I don't play well with others.
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From: Smola <smola@spam.com>
Newsgroups: alt.games.doom
Subject: Re: Doom 3 vs. Doom 2
Date: Sun, 15 Aug 2004 11:23:38 +0200
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