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echo: apogee
to: PATRICK MCCULLOUGH
from: DANIEL CHAN
date: 1997-04-06 11:54:00
subject: Re: ROTT no better than Doom

ÚÄQuoting ÄÂįPatrick McCullough® at ¯1:133/1024® from a message
ÀÄ--ù.úto  ÀįJonathan Fingas® on Tue 01 Apr 1997  6:44p.
PM>  Doom had non-orthogonal walls?  Perhaps an occasional 45 degree 
PM> angle,  but not much else.  90-degree walls were the vast majority.  
PM> ROTT has lots  of curved walls and objects.
I'm not really interested in the debate of which fares better than the other, 
but Doom indeed had no limitations in its walls as far as angles and 
directions were concerned.  If you ever built a Doom level, you will know 
that you can connect walls as line segments in any angle.  This causes many 
curved walls in the game as well as round staircases, as well as realistic 
looking caves.
PM>  And as far as lighting effects, they seem about the same, although 
PM> ROTT  had things like lamps while Doom only had panels of one color.  
PM> And most  of the lighting in ROTT can be destroyed by gunfire. 
The lamps in Doom did add some lighting to rooms, though very little.  
Granted, ROTT's lighting could be destroyed, and that was a very good touch.
PM>  ROTT has the Mercury wings, the elevator pads, the rounded stairs,  
PM> and the flying transport things.  Not to mention what happens if you  
PM> fly off into space.  Gives me vertigo -Duke3D doesn't do that, nor  
PM> Descent.
As I said before, the rounded stairs weren't unique to ROTT, unless they 
overlapped eachother.  That was one limitation of Doom, that floors could not 
overlap eachother and be on different height levels.  I'm not sure if ROTT 
can do that; the elevator only brings the game onto a completely different 
floor and map, there is no interaction with anything on the previous floor.
Peculiar that ROTT could give you a vertigo and Descent doesn't.
PM>  Funny how the ROTT enemies can actually shoot straight, though.  The 
PM>  guys in Doom just kinda stand around.  The demons... well... the  
PM> grenade throwers in ROTT seem a lot more dangerous.
Actually, the Doom monsters do actually shoot straight, there's just a 
variance in their aiming ability as the difficulty level changes.  On skills 
4-5, they are pretty versatile.  You can also add an extra parameter, 
"-fast", to improve their aiming and shooting ability.  A grenade thrower, in 
reality, is obviously more dangerous than a fantastic demon.  However, for 
one thing, these are games, and the've different themes.  Doom doesn't even 
take place on Earth, Doom ][ does, but the monsters have tided over from Mars 
or Hell or wherever, so that would somewhat explain their existance on Earth. 
 Anyway, the demons make for a much scarier mood, as you can hear their low 
growling off in the distance, and knowing they are near can make you edgy.  
When this 5 foot pink skinned, sharp toothed monstrocity rears his ugly face 
in yours, well, I'd say that'd sound scarier than a skinny twerp going 'Here, 
catch this,'.
PM>  And ROTT talks, too, which adds a something to the play.
ROTT talks indeed, but sometimes talking isn't what is called for.  Anyway, 
they've got two different types of opponents/monsters here, and many of the 
Doom ones aren't even human.  Now, having a goat talk to you would seem odd, 
wouldn't it?  Sometimes the moans, growls, screams, and the scary latin 
phrase the last boss says in his weird accent are just more exciting.
PM>   Hurried?  Sure doesn't play like a hurried, rush of a hacked game.  
PM>  Plays as well -if not better- than a lot of other "current" games.
That would be based mainly on opinion, as ROTT's technology is definitely 
inferior to the "current" games.  Not by much, but still inferior 
netheless.
PM>  The whole game runs better.  It's that simple.  Doom may be bloodier 
PM>  or whatever, and have a catchy name... but the engine is clunkier,  
PM> the motion more jittery, the sound effects and music aren't nearly  
PM> as good (especially the music *gag*), and it's not as scary.
The engine I find is actually smoother than that of ROTT.  And about the 
motion being more jittery -- that just isn't true.  ROTT requires much more 
of a computer than Doom does to achieve the same kind of smoothness.  As for 
sound effects, they illustrate the action nicely, the shotgun/supershotguns 
have realistic sounds, the pistol may not, but even the monsters' voices suit 
them.  And there's nothing like listening to someone blow apart inside out.  
The music, I'd say it suited the levels quite well, where there was a dark, 
gloomy, mysterious level, the music would match it.  Where there was a 
monster in your face face-paced level, the music, in-turn, would be fast 
paced as well.  However, I wouldn't expect these pieces to be musical 
masterpieces, but hey, it makes YOU gag, and YOU like ROTT's music better.  
That is your opinion, and everyone's got different ones, especially on 
something as diverse as music.  Same with it being 'not as scary', that would 
probably depend on what scares you most.
PM>  MY opinion, of course.
Whoops...should have read this line.  Yeah I agree, different people play 
these games.
--- Telegard v3.02/mL
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* Origin: -!-DaRKNiGHt-!- Mississauga, Ontario 8i2.794o (1:250/903)

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