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Article #87442

Re: Doom 3 vs. Doom 2

#87442
From: McGrandpa
Date: Sun, 15 Aug 2004 09:42
51 lines
2773 bytes
Smola wrote:
> 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.

I am so glad that coding isn't based on the English language!  :o))) 
If it was, then so many of the Doom/Doom2 mods, conversions wouldn't 
even run!   But there are some folks who have done some incredible work 
on old Doom stuff whose use of English isn't so perfect.  Their code 
works though!!!  :o)  Me happy with that YAH!
-- 
McGrandpa [AGQx] 
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