june gloom on 8/4/2011 at 18:08
I hate to admit it, but I'm actually laughing with Dan Knott.
Nameless Voice on 8/4/2011 at 18:36
Quote Posted by inselaffe
You'll have a nervous breakdown if you ever play System Shock then.
QFT. So much better than the Doom engine at roughly the same time, yet also mostly overlooked and overshadowed by Doom.
june gloom on 8/4/2011 at 18:42
Eh, 'better'? Not necessarily- it was very clunky and slow and textures had that weird issue where they kinda jumped around as your view changed. But the game had a lot of stuff Doom didn't, and was most certainly ahead of its time.
Matthew on 8/4/2011 at 18:52
I recall reading that Shock's engine was in fact capable of a number of things the Doom engine could not - possibly true two-level rooms or something like that?
Wormrat on 8/4/2011 at 19:34
Sloped surfaces, true 3D rendering and movement, simple physics on objects, basic light sourcing... I haven't played System Shock, but that's what I gather from reading about it and watching some videos. I'm sure there are other differences like limits on textures or level geometry that aren't as obvious to the player.
It's safe to say that the Doom engine lacks many features necessary to make a game like System Shock, but it would likewise be a disaster if you tried to recreate and play a Doom map in the System Shock engine.
Nameless Voice on 8/4/2011 at 19:36
No, SS1 didn't support having two rooms above each other (apart from by hacks, with a floating platform object between the two halves). I did support slopes, though, which Doom didn't.
Edit: What Wormrat said.
june gloom on 8/4/2011 at 19:41
It also had an unfortunate 9x9x9 design limitation. Basically it was Wolfenstein on steroids.
As for the Doom engine lacking features... if we're talking the vanilla doom.exe, sure. But G/Zdoom has gone far beyond that. Oh so very far beyond that. As a matter of fact I don't see why a remake of SS1 using GZDoom wouldn't be possible.
lost_soul on 8/4/2011 at 19:50
Yes, the SS engine had a lot of features Doom did not. For example, sloped surfaces and much better lighting. In DooM, lighting was strictly sector based and totally hard-edged. In SS, brightness "fell off" with distance in a much more realistic manor.
BTW, if you only play two DooM Wads, make sure they are "2002 A Doom Odyssey", and "Action Doom 2: Urban Brawl". They are both examples of excellent gameplay, music, and re playability.
EvaUnit02 on 8/4/2011 at 21:48
Good to see that the author of GZDoom grew the fuck up and resumed development of the port. OH NOES. SOMEONE ON A FORUM CALLED MY CODING BAD, TIME TO RAGEQUIT!!!!!!!111
Compiled SVNs can be downloaded (
http://svn.drdteam.org/gzdoom/) here.
Yakoob on 8/4/2011 at 23:31
So playing D1/2 and D3 simultaneously makes me realize just how completely different the two games are. Holy crap series departure!