Re: DOOM custom campaigns & mods ~recommend
Posted: Sun Jul 23, 2023 12:32 am
I found some more weird shit via this Aquarius199 guy:
https://cloud.mail.ru/public/2Dct/2UV4ppzJR
1993 doesn't look that fun to play, but it shows how easy it is to make DOOM more atmospheric— and I always preferred DOOM as a horror game anyway (though I like how hyperactive and manic DOOM II is, which is what I disliked about 3, I want both the mania and the noir dread like Madness Combat: Depredation), which is why I like 3 the most. Something else I like about it (and to bring up Madness again) are the difficulty names:
I don't like the upside down cross though, bait. But still, good effort with the "pretentious" artfag wording— that's always cool if you're doing some experimental edgelord art like this. /murder
https://www.moddb.com/mods/the-hotel-lost-contact
The Hotel - Lost Contact reminds me of shit I'd daydream about over 9,001 years ago while playing missions in hotels like Hitman: Contracts and GTA IV (that one where you have to ice those NYC diamond district kikes, Oy vey! Somevuddy call de Shomrim!). It highlights how well it works out— since DOOM maps all feel like giant mazes of hallways regardless of where the fuck you're supposed to be ("spaceship corridors" n' shit being boring as fuck doesn't help either) using a hotel setting to create labyrinths is a smart way to aesthetically ground how playing DOOM feels within (plausibly) real world logic.
And hey, it got an update just a month ago! Kinda looks like a Puppet Combo version of Police Quest now— pretty cool. /jihad
https://www.2shared.com/file/Uij1UQ8Q/7869.html
7869 has been the closest thing to a proto MyHouse I've found, particularly in the 2nd to last area with the house 'doppelganger'— I wonder if this was the inspiration for the "dog puzzle" in MyHouse, because it functions the same (except in 7869 it doesn't seem like there is any "solution", or at least no option).
I'm impressed how creepy Underhalls gets just by removing all the enemies and sounds. /saw Both 7869 and 1993 feel more like those old experimental Flash games (or semi-interactive animations) people used to make back in the day, but it seems 7869 is based on a creepypasta: https://creepypasta-nighttime.fandom.co ... nk_to_Wad) so it might not be that old.
I liked it better when I had no clue WTF it was /hurr but it's not this guy's fault— that was just an accidental thing where I found the .wad before the explanation and that improved it (that's what I get for tryna source shit). /emo
https://cloud.mail.ru/public/2Dct/2UV4ppzJR
1993 doesn't look that fun to play, but it shows how easy it is to make DOOM more atmospheric— and I always preferred DOOM as a horror game anyway (though I like how hyperactive and manic DOOM II is, which is what I disliked about 3, I want both the mania and the noir dread like Madness Combat: Depredation), which is why I like 3 the most. Something else I like about it (and to bring up Madness again) are the difficulty names:
I don't like the upside down cross though, bait. But still, good effort with the "pretentious" artfag wording— that's always cool if you're doing some experimental edgelord art like this. /murder
https://www.moddb.com/mods/the-hotel-lost-contact
The Hotel - Lost Contact reminds me of shit I'd daydream about over 9,001 years ago while playing missions in hotels like Hitman: Contracts and GTA IV (that one where you have to ice those NYC diamond district kikes, Oy vey! Somevuddy call de Shomrim!). It highlights how well it works out— since DOOM maps all feel like giant mazes of hallways regardless of where the fuck you're supposed to be ("spaceship corridors" n' shit being boring as fuck doesn't help either) using a hotel setting to create labyrinths is a smart way to aesthetically ground how playing DOOM feels within (plausibly) real world logic.
And hey, it got an update just a month ago! Kinda looks like a Puppet Combo version of Police Quest now— pretty cool. /jihad
https://www.2shared.com/file/Uij1UQ8Q/7869.html
7869 has been the closest thing to a proto MyHouse I've found, particularly in the 2nd to last area with the house 'doppelganger'— I wonder if this was the inspiration for the "dog puzzle" in MyHouse, because it functions the same (except in 7869 it doesn't seem like there is any "solution", or at least no option).
I'm impressed how creepy Underhalls gets just by removing all the enemies and sounds. /saw Both 7869 and 1993 feel more like those old experimental Flash games (or semi-interactive animations) people used to make back in the day, but it seems 7869 is based on a creepypasta: https://creepypasta-nighttime.fandom.co ... nk_to_Wad) so it might not be that old.
I liked it better when I had no clue WTF it was /hurr but it's not this guy's fault— that was just an accidental thing where I found the .wad before the explanation and that improved it (that's what I get for tryna source shit). /emo