Article View: alt.games.doom
Article #94158Re: Classic Doom3 review
From: McGrandpa
Date: Thu, 15 Dec 2005 01:00
Date: Thu, 15 Dec 2005 01:00
225 lines
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11197 bytes
"Scott Amspoker" <see_sig@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. > > > -- > Scott Nice review Scott! Thanks. I downloaded it last night, ran into the zip file, not a self-installer. No biggie, as the readme sez, just extract using folder names and put it in your \Doom3 folder. I don't recall ever buying the 'full' Doom game. I played the shareware episode many times though. Then Doom2 came out and I did buy that. Was the shareware episode Knee Deep In The Dead? Oh, it does play fast too. Much faster than Doom3. Thanks again! McG.
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!news.rr.com!tornado.texas.rr.com.POSTED!53ab2750!not-for-mail From: "McGrandpa" <McGrandpaNOT@NOThotmail.com> Newsgroups: alt.games.doom References: <EK2dnW5eufG8egbenZ2dnUVZ_tednZ2d@mminternet.net> <fgs0q11pb8ale0htkqs6cc474063k55n48@4ax.com> Subject: Re: Classic Doom3 review Lines: 227 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2900.2180 X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2900.2180 X-RFC2646: Format=Flowed; Original Message-ID: <2f3of.49$g_6.45@tornado.texas.rr.com> Date: Thu, 15 Dec 2005 01:00:46 GMT NNTP-Posting-Host: 70.114.225.125 X-Complaints-To: abuse@rr.com X-Trace: tornado.texas.rr.com 1134608446 70.114.225.125 (Wed, 14 Dec 2005 19:00:46 CST) NNTP-Posting-Date: Wed, 14 Dec 2005 19:00:46 CST Organization: Road Runner High Speed Online http://www.rr.com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit