Justicar
Dead game
You use guns to make bad men go away if that doesn't sound enticing to you dont play fps games.
I actually just didn't want to put any effort into checking it myself lololololo. I kind of felt like it was the case, but I wasn't sure. And what about the aspect ratio, can't forget about that. 320x200 masterrace!!!Is this a trick question because I wrote ‘gamma’ instead of ‘brightness’? At the lowest setting, the DOS version looks darker whether I use a renderer like surface or direct3d:Since when? It looks the same to me. Are you sure you weren't just using the wrong settings in DOSBox?the original DOS version of Quake has darker gamma than WinQuake
Also cdaudioproxy is better than _inmm, especially as the latter can't even be used with GLQuake.
DOS Quake:
WinQuake:
It's true about _inmm not working with GLQuake. I wanted to mention that it doesn't work with all games, but for a moment I wasn't sure whether I had the problem with GLQuake or a certain Quake II engine game.
Also cdaudioproxy is better than _inmm, especially as the latter can't even be used with GLQuake.
Actually, it turns out that installing version 0.98 alpha of GLQuake fixes that problem, making _inmm work fine with it.It's true about _inmm not working with GLQuake. I wanted to mention that it doesn't work with all games, but for a moment I wasn't sure whether I had the problem with GLQuake or a certain Quake II engine game.
In order to have everything work and look the way it did originally, without any minor changes in behaviour or graphics that source ports usually come with. I know there are source ports that retain the software renderer, but often, if not always, even those require you to disable smooth animations or certain minor effects to get the game look like it did originally, and these things matter for the atmosphere because they contribute to Quake's ‘rough’ look. The way the weapon looks, with that peculiar warping, is another thing that's often ‘corrected’ in source ports.Why would anyone play Quake on anything that's not a modern-day sourceport though? Like, why? Can you think of a single reason?
Well, that's the charm of an alternative version.Proper GLQuake on a 3Dfx card is even brighter, did you know.
Start with Wolfenstein 3D and go from there.
You mean Doom's invisibility effect, don't you. Refraction replaced with lazy translucency, wtf.an original software effect was more interesting than what it was replaced with
If weapons sound and feedback is a dealbreaker you may want to check Doom 3. A bit dated but still good looking, it took some deserved flak from old-schooler for being the game that brought the corridor shooter genre, but it is by no mean a bad game, with good pacing and incredibly satisfying weapons. They all feel powerful and pleasant to use, reloading the assault rifle is pure dope to the ear. Enemies are credible and fights are intense while fair, it is a great shooting experience all around.My ideal shooter will be often stressful but rarely frantic, with a confident, measured pace, plenty of quiet moments, and excellent audio/visual feedback from the combat, like solid booms from the guns and the satisfying ping of an ejected clip. You know what I'm talking about.
I'll tell you the problem with FC2, alright.I though FC2 was supposed to be decent too? It looks interesting on paper, anyway. I was planning on playing it soon.
The problem with Wolf 3D is that it is a hitscan fest which heavily promotes doorfighting. There's almost zero enemy variety and primitive level design. Doom would have been equally boring if it had only hitscanners.Wolf 3D and its clones are completely obsolete thanks to Doom. Incredibly restricted single-plane 2D level design doesn't allow for much variety compared to Doom's introduction of height levels. Anything pre-Doom is obsolete and only a historical curiosity at this point.
The problem with Wolf 3D is that it is a hitscan fest which heavily promotes doorfighting. There's almost zero enemy variety and primitive level design. Doom would have been equally boring if it had only hitscanners.Wolf 3D and its clones are completely obsolete thanks to Doom. Incredibly restricted single-plane 2D level design doesn't allow for much variety compared to Doom's introduction of height levels. Anything pre-Doom is obsolete and only a historical curiosity at this point.
I finished Wolf 3D and enjoyed every second. RtCW I dropped a few levels in.RTCW isn't actually any more fun than Wolf 3D.
Wolf 3D is obviously lacking compared to later FPS games. But considering it's arguably the first entry in the genre, and if you look at it that way, it's pretty fucking fun.
It was actually the first game I played a few years back (2017ish) when I first decided to get into the FPS genre (had pretty much never touched the genre before then), and I found it a pretty fun experience overall. Wasn't enough to make me wanna play Spear of Destiny as well, though.
I plan to someday. I did always assume it would essentially be a more refined Wolf 3D (thus, better in a lot of places), I just didn't care enough to play it right after Wolf. But, yeah, I plan to play it someday.Wolf 3D is obviously lacking compared to later FPS games. But considering it's arguably the first entry in the genre, and if you look at it that way, it's pretty fucking fun.
It was actually the first game I played a few years back (2017ish) when I first decided to get into the FPS genre (had pretty much never touched the genre before then), and I found it a pretty fun experience overall. Wasn't enough to make me wanna play Spear of Destiny as well, though.
Do try SoD, it's better in a lot of places.
The problem with Wolf 3D is that it is a hitscan fest which heavily promotes doorfighting. There's almost zero enemy variety and primitive level design. Doom would have been equally boring if it had only hitscanners.Wolf 3D and its clones are completely obsolete thanks to Doom. Incredibly restricted single-plane 2D level design doesn't allow for much variety compared to Doom's introduction of height levels. Anything pre-Doom is obsolete and only a historical curiosity at this point.