4 ms·
To get an idea of this madness, it can help to look at some relevant footage. Speedrun of Dead Simple from Doom 2: http://www.youtube.com/watch?v=dfijpjvS9Q8&f
by angersock 12y ago
To get an idea of this madness, it can help to look at some relevant footage.
Speedrun of Dead Simple from Doom 2: http://www.youtube.com/watch?v=dfijpjvS9Q8&feature=player_detailpage#t=326 http://www.youtube.com/watch?v=dfijpjvS9Q8&feature=player_de...
Quake Done Quick: http://www.youtube.com/watch?v=VpiNDxssUL0 http://www.youtube.com/watch?v=VpiNDxssUL0
~
That sort of manic movement is, I think, what really sets apart the elite FPS players of the Doom, Quake, and UT era (and the games in the same vein) from folks in the CoD/Halo games.
Also, the level design is pretty much strictly better, because it mattered a lot more. With regenerating health and lots of ammo/easy pickups, you no longer have to be quite so careful when putting together a level, because you know that if the give the player X seconds of time without suffering everything will be okay.
- jrobn 12y agoWatching the Quake video brought back memories of playing the Action Quake 2 mod, where the entire gameplay mechanics revolved around jumping and shooting.
- gaelian 12y ago> That sort of manic movement is, I think, what really sets apart the elite FPS players of the Doom, Quake, and UT era In those days, my friends and I used to get into UT quite a lot. Most of the more experienced UT players I watched would use the double-tap of the left/right arrow button to trigger the short sideways leap as a means of rounding a corner (for a better chance of surprising an enemy), or to make it harder for an enemy to keep a bead on them when they were being fired on. I was always surprised at how - to me at least - this simple mechanic made such a difference to how dynamic the combat felt.