Zombie James
Banned
I played the living shit out of Duke 3D back in day, way more than Doom. I enjoyed the level designs a lot more.
Doom. Duke was corny as shit to me even back then while Doom was badass.
Redneck Rampage > Doom > Duke 3D
No Quake <3 ? Or I guess Quake used 3D models, right?
For me it would be:
Quake > Doom == Duke 3D
Duke 3D has fantastic level design (Well l like it!) and is still a blast to play today.
Doom is a mash of everything great in old school FPS.
But Quake just nails it all.
Doom Nuken.
Make it happen.
I'd have to give the edge to Doom though.
Let's not forget about Redneck Rampage. That one was pretty good too.
Nam was basically a Duke 3D mod.
Never played TekWar or Powerslave.
We can all agree the Witchhaven games stunk.
Duke Nukem 3D is Sonic 1.
Doom is Super Mario Bros. 3.
Never played TekWar or Powerslave.
This guy knows what is up. Blood was such an amazing game.Blood wins.
But between those, Doom. I never found Douk 3D to be very fun.
This guy knows what is up. Blood was such an amazing game.
When comparing the soundtracks to these games, I think I have to give the nod to Doom. Doom has far more iconic music tracks that are pure heavy metal (and yes, I do realize there's a lot of plagiarism present in Doom's soundtrack). There are also some nice moody pieces to help round out the soundtrack.
When comparing the soundtracks to these games, I think I have to give the nod to Doom. Doom has far more iconic music tracks that are pure heavy metal (and yes, I do realize there's a lot of plagiarism present in Doom's soundtrack). There are also some nice moody pieces to help round out the soundtrack.
Episode 1 tracks:
E1M2 - The Imps Song - Bobby Prince
E1M3 - Dark Halls - Bobby Prince
E1M4 - Kitchen Ace - Bobby Prince
E1M5 - Suspense - Bobby Prince
E1M9 - Hiding the Secrets - Bobby Prince
Episode 2 tracks:
E2M1 - I Sawed the Demons - Bobby Prince
E2M2 - The Demons from Adrians Pen - Bobby Prince
E2M3 - Intermission from Doom - Bobby Prince
E2M6 - Sinister - Bobby Prince
Episode 3 tracks:
E3M1 - Untitled (Mouth For War) - Bobby Prince and Pantera [/s]
E3M3 - Deep Into the Code - Bobby Prince
Duke's soundtrack is actually really subdued for the most part, with music that just hides itself in the background to create a mood and atmosphere. Duke has a lot of military styled march tracks with heavy drum beats, as well as pieces that sound like they were inspired by John Carpenter movies. It is a great soundtrack in context of the game but not the greatest listen on its own. Lee Jackson contributes a lot of good things to episode 2 and episode 4 along with Duke's iconic Grabbag theme song.
Another thing I have to give Duke 3D credit for is that the soundtrack has a lot more originality to it than Doom's.
Episode 1 tracks:
E1L1 - Stalker - Lee Jackson
E1L2 - Death Toll - Bobby Prince
E1L3 - The City Streets - Bobby Prince
E1L4 - Water World - Bobby Prince
Episode 2 tracks:
E2L1 - Military Conquests - Lee Jackson
E2L2 - Space Storm - Bobby Prince
E2L4 - RoboCreeping - Lee Jackson
E2L5 - Stalag 3-D - Lee Jackson
E2L7 - Alienz - Bobby Prince
E2L8 - Plasma - Lee Jackson
Episode 3 tracks:
E3L1 - In Hiding - Bobby Prince
E3L2 - Going After the Fat Commander - Bobby Prince
E3L4 - Subway - Bobby Prince
E3L5 - Invader - Bobby Prince
E3L8 - Lords of L.A. - Bobby Prince
E3L9 - Urban Jungle - Lee Jackson
Episode 4 tracks:
E4L2 - Preparation D - Lee Jackson
E4L3- Baked Goods - Lee Jackson
E4L5 - Lemon Chillllllllllllllllllll - Lee Jackson
E4L6 - Pissed Office Box - Lee Jackson
E4L10 - Departure - Lee Jackson
Bobby Prince and Lee Jackson were gods during the DOS Shareware era.
I liked both, and spent a lot of time with both. I felt like there were a few things that Duke 3D did that kept me from enjoying the game as much, in some cases due to difficulty.
- The assault trooper's projectiles fly way faster than the imp fireball, making him a tougher introductory enemy.
- I'd swear the pig cops shotgun does more damage than the shotgunner zombies in doom, but I have no idea if this is accurate.
- Duke 3D was built with verticality in mind, which I really didn't like because of the stretching that happens when you look up or down. I don't tend to get sick in 3D games, but this stretching is just enough to make me feel uneasy.
- The weapons feel like they weren't designed to fulfill specific roles, but just lots of cool ideas they threw in for variety. The shrink gun is conceptually cool, but why would I want to shrink them (forcing me to look at the ground to find/step on them, thus stretching the screen), when I could just kill them with another gun?
- Maybe I just spent too much time replaying the first episode (in both games), but in Duke I always felt like I was mostly just fighting Assault Troopers and Pig Cops. In the early levels at least, Doom felt like it had more enemy variety.
- What's with the handgun reload? It feels so arbitrary when you can't manually reload. Normally I'd reload between encounters, but duke always wants to do it when I need one more shot to kill a pig cop and have 8 health left.
My understanding is that Build actually DOES allow for room-over-room... in fact, it allows for multiple rooms occupying the same space entirely! (Hence E2L11, "Lunatic Fringe".) The rub is that both rooms can't be visible at the same time, or else bad things happen. I forget if this limitation merely means in the same column of the screen, or if you can't have them both on the screen at all, even if they're horizontally separated, but it's something like that.The build engine didnt really allow for stacked rooms. The bridge at the end of that level is not a polygon or sector. Its 4 sprites(textures) that have been flattened and streched into the shape of a bridge.The devs also used tricks like teleporting in order to fool you, like falling down the vent in the first level, you are warping to a new area instaed of falling straight down. The spiral staircase leading you up to the projector room is also fooling you. Its also a teleport.
I know this is in the context of Build engine games, so I'll just say: don't bother with Powerslave, it's really archaic (no proper mouselook, no control rebinds, timing is messed up...). Try the console versions instead; Kaiser of Doom 64 EX fame remade the PS1 version for PC recently (and while I prefer the Saturn version, it's still very much worth a play).Never played TekWar or Powerslave.
[*]The limited number of enemies in Duke's first episode stems from the fact that the whole first episode was released for free as a taster for the whole game. They needed something enticing for players to want to buy the full experience, so they withheld half of the weapons and enemies from the first episode. I mean the only non boss enemy that's introduced after episode 2 is the shark. Same goes for weapons, not counting the one weapon & one enemy introduced in the expansion pack.
With mods: Doom 2. Doom 2, Doom 2, Doom 2. Like, seriously, is this even a question? Doom 2 all the way. ..........
Wikipedia said:John Carmack, lead programmer at id Software, designed the Doom internals from the ground up to allow players to extend the game. For that reason, game data such as levels, graphics, sound effects and music are stored separately from the game engine, in "WAD files". This allowed players to make their own data without making any modifications to the engine. According to Doom* '​s initial design document, WAD stands for "Where's All the Data?".
The idea of making Doom easily modifiable was primarily backed by Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other's work, and by John Romero, who had hacked games in his youth and wanted to allow other gamers to do the same. Not everybody in the id Software crew was happy with this development; some, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and in the belief that it would not be of any benefit to the company's business.
Technically there was also the Pig-cop Tank, although that might've been exclusive to Atomic Edition.
The build engine didnt really allow for stacked rooms. The bridge at the end of that level is not a polygon or sector. Its 4 sprites(textures) that have been flattened and streched into the shape of a bridge.The devs also used tricks like teleporting in order to fool you, like falling down the vent in the first level, you are warping to a new area instaed of falling straight down. The spiral staircase leading you up to the projector room is also fooling you. Its also a teleport.
My understanding is that Build actually DOES allow for room-over-room... in fact, it allows for multiple rooms occupying the same space entirely! (Hence E2L11, "Lunatic Fringe".) The rub is that both rooms can't be visible at the same time, or else bad things happen. I forget if this limitation merely means in the same column of the screen, or if you can't have them both on the screen at all, even if they're horizontally separated, but it's something like that.
Did Duke 3D implement in-fighting between the enemies? That was an aspect I loved in Doom and something that turned into a survival mechanic in advanced levels where the only way to win was to get the enemies to kill each other.
No, the Doom games came out before Duke did.
Might want to get on that: https://powerslaveex.wordpress.com/
Console version was far superior to the PC version.