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Article #94157

Re: Classic Doom3 review

#94157
From: George M. Reagan
Date: Wed, 14 Dec 2005 22:57
221 lines
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Hi Scott,
    Thanks for the review!

G.

"Scott Amspoker" <see...@nospam.com> wrote in message 
news:fgs0q11pb8ale0htkqs6cc474063k55n48@4ax.com...
> Review: Classic Doom3/Flaming Sheep Software
>
> Scott Amspoker
>
> Classic Doom3 info/download can be found at http://cdoom.d3files.com.
>
>
> I was quite unprepared for this.  I remember this project being announced
> a year or so ago.  I didn't think much more about it except that it would
> be fun to see the original Doom maps moved into the Doom3 world.  (Heck, I
> briefly thought about updating my old OPOST21 wad.  Ahh, the good old days
> of DEU and the joys of creating a virtual world for the first time.)
>
> Had the Classic Doom3 gang simply translated the original maps to Doom3
> with a bit of tweaking and re-texturing here and there, I would have been
> satisfied.  I wasn't expecting anything more than a novelty - something to
> remind us how far we've come since those early days.  But what we have
> here is a magnificent re-interpretation of the original episode 1 -
> clearly a labor of love by some very creative and talented folks.  As a
> result, I am moved to respond with something more than "great job."  I'm
> going to ramble on a bit about this Doom3 mod.
>
> Classic Doom3 contains all nine maps of the "Knee-Deep in the Dead"
> episode of Doom.  Many of us remember this as the original shareware
> release of the game.  I spent countless hours exploring and memorizing
> every nook and cranny of those maps.  After 12 years, I'm surprised how
> much I could remember - secret areas, well-placed exploding barrels,
> locations of health potions, etc.  Would Classic Doom3 take me back?
> Absolutely.
>
> Quite an effort has been expended - beyond just the maps and placement of
> objects - to re-create the original Doom play experience.  The weapons
> have been re-balanced for old-Doom action and hit damage.  Shooting an imp
> in the chest point-blank with the shotgun doesn't kill it like it would
> with standard Doom3.  (A head shot works fine, though.)  On the other
> hand, I used the pistol much more here than in standard Doom3.  Even some
> weapon sound effects have been brought in (rather than relying entirely on
> Doom3's standard sounds).
>
> I could be imagining things, but the AI felt somewhat different from
> vanilla Doom3.
>
> After an enjoyable prologue cut-scene, I found myself at the start of E1M1
> staring at old-Doom-style health vials, armor bonuses, and exploding
> barrels.  (I would eventually discover other old-Doom objects
> custom-modelled for this mod.)  I heard the familiar music masterfully
> redone.  And I was moving around head-spinningly fast.  Yep, this is Doom
> in all its retro-glory.  Yet the environment is much richer than before.
>
> The E1M1 map is an excellent start.  The player will instantly recognize
> the Doom world while getting a taste of the technical updating in store
> for the maps that follow.  Here is a rundown of the various maps:
>
>
> (WARNING: SPOILERS BELOW)
>
>
> E1M2
> ----
>
> Here the player starts to get a fuller sense of the rich re-interpretation
> that has taken place in Classic Doom3 maps.  While everything is where it
> is supposed to be, Doom3's lighting and effects are put to impressive use.
>
> Of course I remembered the secret button to open the way to the outside
> yard, but I was pleasantly surprised by how it played out.
>
> The "maze" area was nicely updated yet still familiar.
>
> As another example of the tender-loving-care that went into this project,
> the chain saw is presented in a elaborate over-the-top manner (while I
> impatiently kept trying to grab it).
>
>
> E1M3
> ----
>
> E1M3 contains the hidden alternate exit to the secret level (E1M9).  I'm
> gleefully reminded of the contortions we used to go through to discover
> secret areas beyond secret areas - something unthinkable in modern Doom3.
>
> Perhaps my memory is faulty, but there is a slight deviation in the map
> from the original.  A hallway that opens up (leading to the area with the
> yellow key) has a zig-zag that I don't recall.
>
>
> E1M9 (secret level)
> ----
>
> This map is a more straightforward interpretation of the original.  I
> liked the built-into-the-ground touches done with it.  And of course
> everything was right where it belonged.
>
> Here we are introduced to dreaded Spectre Pinkies.  Don't get backed into
> a corner by one of these!  Seeing how well implemented they were, I had to
> wonder why id didn't include them in Doom3 to begin with.
>
> (I could have done without the ringing phone embedded in the music.  I
> kept muting my stereo and then remembering that my phone doesn't sound
> like that.)
>
>
> E1M4
> ----
>
> For some reason, the original E1M4 has never been one of my favorites.  It
> is certainly made better here but it still leaves me wanting simply to get
> through it and move on.  The release notes show that E1M4 went through a
> remake late in the project, suggesting that there is something inherently
> problematic about the map.  Even still, I like much of what was done with
> it.
>
> I noticed that the original quasi-controversial swastika floor pattern was
> restored.  (For those who don't remember:  One room in E1M4 had a swastika
> design in the original release.  This was altered in a later release amid
> rumors that id Software couldn't sell Doom in some places because of it.)
>
> This is the first point in the game where we realize that there are no
> radiation suits in Classic Doom3.  It's a minor inconvenience here but it
> becomes more crucial in later maps.
>
>
> E1M5
> ----
>
> Contrasted to the previous map, the original E1M5 has always been a
> favorite of mine, and to my delight, we have a stunning interpretation
> here.  Not only are the textures, colors and lighting perfect, the almost
> subliminal blending of the hazard alarm with the music creates a moody
> atmosphere.
>
>
> E1M6
> ----
>
> I always remembered this map by its "criss-cross maze" (from the way that
> section appeared on the automap).  This is the area that you had to go
> through to get the yellow key.  The creative re-interpretation still has
> me remembering the same section - now with much more dramatic lava, flame
> and smoke.  Beautiful.  It also was a good opportunity to use the
> "oatmeal" imps.
>
> Here we are painfully reminded that Classic Doom3 does not have radiation
> suits.  If you're low on health, you simply will not make it through a
> certain area.  (That area is optional anyhow.)
>
> The final room is a tough battle and my traditional strategy no longer
> works.  There is a short dead-end hall with a button at the end which
> opens the doors unleashing the enemy (including several of those damned
> nasty spectres).  I used to be able to stand at the end of this narrow
> hall and chain saw them one at a time as the came for me.  Well, that
> little hall isn't quite so narrow anymore, and spectres don't simply walk
> into the chain saw like they used to.
>
>
> E1M7
> ----
>
> This map, in general, seems larger scale than the original.  (In other
> maps, I've noticed areas here and there that were proportionally larger
> than the original.)  No big deal, just an observation.
>
> All in all, I found this map to be a very good re-interpretation of the
> original with one caveat.  I found absolutely no way to traverse the
> central green-sludge area.  There's no radiation suit and it kills almost
> instantly.  Using GOD mode, I discovered there is indeed a place to visit
> down there (as in the original).  Perhaps I'm missing something.
>
> I did find a way to get to the blue orb however.  By pushing a barrel up
> to the railing of the nearest balcony I was able to jump over the railing
> and grab the blue orb before dying.  I'm not sure if this is what the
> designer intended.
>
>
> E1M8
> ----
>
> This map, as with the original, is short and sweet.  We still get to start
> with a room full of pinkies with exploding barrels, and end with a couple
> of hell knight "bosses".  Once victorious, you are treated to a cute
> epilogue cut-scene.
>
>
>
> I did have a few minor "issues" with this release.  The update.txt file
> tells me to run the installation EXE.  There is no installation EXE.
> Fortunately I was able to second-guess what to do - simply move the
> "cdoom" folder under the "doom3" folder.
>
> I also occasionally experienced a small amount of lag in weapon fire -
> pressing the "fire" button and not having the gun fire immediately.  This
> happened independently of instances of general FPS slowdown.  (It wasn't
> ruining the game or anything.)
>
> Finally, the original Doom had mobs of monsters - far more than what we
> encounter in standard Doom3.  Monsters in Doom3 are a major source of FPS
> degradation.  Fortunately I have a nVidia 6600GT and experienced very few
> moments of jerkiness when I was swamped by monsters.  I would imagine that
> players with more modest video cards might find this to be a bigger
> problem.
>
>
> As a big fan of the original Doom, this is a keeper for me.  This project
> could have turned out any number of ways.  I am struck by how Classic
> Doom3 was simultaneously familiar and fresh to me.  The authors knew just
> what to preserve and what to update - showing a tremendous respect and
> fondness for the source material.  That doesn't happen often in the world
> of remakes and adaptions.  Great job.
>
>
> -- 
> sda_mail         Scott        |  Yields over 30 blasts or
> @comcast.net     Amspoker     |  80 gentle honks per charge!
> ^ my email                    | 
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NNTP-Posting-Date: Wed, 14 Dec 2005 16:57:41 -0600
From: "George M. Reagan" <georgeunder...@hellmail.com>
Newsgroups: alt.games.doom
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Subject: Re: Classic Doom3 review
Date: Wed, 14 Dec 2005 17:57:34 -0500
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