16 May 2024, 20:32 | #181 | |
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16 May 2024, 21:29 | #182 | |
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It seems that with some optimization in the end it runs well on a A1200 in 2x1. [ Show youtube player ] And eventually it came also a Dread version which runs even on a A500, which had been released at the time the story would be way different. [ Show youtube player ] Still I think point of the mvg still stands, while people are used to say Doom killed the Amiga, its downfall started with Wolfenstein, at the time we didn't even got Wolfenstein, the new kid on the block in gaming. PS- Nice reference https://scalibq.wordpress.com/2022/0...olfenstein-3d/ |
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16 May 2024, 21:53 | #183 |
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Nobody outside PC gaming gave too hoots for Wolfenstein in all honesty, we were shown it back around 1992, and thought it was ok and moved on to the next game that day, remembering more of the awful sfx that came out of his speakers, it never had the wow factor that Doom did.
Even the console ports didn’t make headline news, just another game reviewed in the SNES magazine that month. The 8 page reviews and front covers were reserved rightly so for Doom. |
17 May 2024, 00:36 | #184 |
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possibly a bit controversial but I remember at the time of seeing Wolfenstein on a friends pc at his work and personally speaking it wasn't impressive to me. In terms of what it was doing technically then fair enough sure but it didn't engage in the same way Starfox for example was with it's altogether more complex and dazzling gameplay. Doom was something else altogether of course because that was very standout in lots of ways but Wolfenstein always felt to me at least like this thing that got more mention than it deserved. Baby steps I know
Then again I was also playing Goldeneye by the time I eventually got to see and play Doom and that too felt overshadowed. Thing is though Doom was especially good considering just how much more advanced and perfect an arcade shooter it was over Wolfenstein and it boggles my mind how they went from that to the miracle that is Doom. Quite the most amazing achievement and it absolutely must have been mind blowing at the time. I just missed the boat |
17 May 2024, 01:04 | #185 |
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Wolf3d is a grind for sure, extremely repetitive. Back in those days it was easier to forgive shallowness in games when the tech made a leap forward. There weren't many games in which you could mow down mecha-Hitler either.
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17 May 2024, 01:14 | #186 | |
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i was probably weird, wolfie did look new/different but its novelty wore off on me pretty quickly, i went back to playing 1 or 2 player hired guns not that long after. Probably more weird but i also liked playing the demo version of HG in multiplayer, never finished HG so no idea if that map was included somewhere in the full version. |
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17 May 2024, 04:46 | #187 | |
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17 May 2024, 04:56 | #188 | |
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Wolfenstein 3D didn't make headlines indeed, but then again it was an indie title. It was more of a slow burner. The fact that Wolf 3D put id on the map so that Doom got the attention it did before release tells a lot. |
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17 May 2024, 05:58 | #189 | |
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17 May 2024, 07:07 | #190 |
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I mean...hey, we're all shitting on Wolfenstein 3D right now but Hovertank 3D and Catacomb 3D were even worse. They both ran in EGA mode and had next to no music, so there's that too
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17 May 2024, 07:26 | #191 |
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17 May 2024, 08:05 | #192 |
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17 May 2024, 09:04 | #193 |
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To be fair in 1992 people were playing SMD, SNES, Amiga, ST, NES, SMS, C64, ZX Spectrum. 2D games were still dominating the market and the consoles did give the Amiga a second lease of life too. I don't even remember seeing Wolfenstein 3D advertised anywhere or many people talking about it. PC still wasn't there yet in terms of popularity for gaming.
Amiga 500 could probably do something similar to the Mega Drive port of Wolfenstein 3D. I see a similar technique being used in GRIND. [ Show youtube player ] Last edited by Whitesnake; 17 May 2024 at 09:10. |
17 May 2024, 09:17 | #194 |
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We already had stuff like Driller, Dark Side et al, Infestation, Cybercon III so the 3D aspect of it wasn't that surprising - it was just textured is all, as it was pretty obviously just a grid layout.
It was fun though, I used to play it on my friend's 386SX. What really blew me away and - if it weren't for the awful sound - the game I was most envious of was Underworld. Even though it was largely a slideshow with floor and ceiling textures, it was just incredible. |
17 May 2024, 09:49 | #195 |
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Cheer up! We all don’t come from the land of the PC where every dude was walking down the street with a ghetto blaster and 286 over their shoulder!
Your perspective is no more valid than mine, PC gaming was laughable in the UK until 1993, yes there were some impressive games coming out the last couple of years, but like the Neo-Geo we looked, we moved on and played games that were fun on less powerful machines. Wolfenstein was just a blip on the radar in most countries, in hindsight people like to think it was bigger, it was a massive step in fps games sure, but thats it. |
17 May 2024, 12:51 | #196 | ||||
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Of course 3D itself was nothing new, you could play flight sims, etc since forever, but that's precisely why Wolfenstein 3D was such a pivotal moment in gaming history. It was the first time the holy grail of fast action with free 360 degree movement in a textured space was realized. That, alongside Ultima Underworld 2, has opened the door to 3D in a way which in the space of a few years has completely transformed the videogaming landscape. Quote:
Look, if you want to go on record saying silly things like "nobody gave a hoot about W3D outside of PC gaming" and that was a "blip" then by all means it's your god given right to do so, but so is mine to mock it. Although, I'd rather not do it here, we have a perfect thread just for this kind of comical stuff: https://eab.abime.net/showthread.php?t=86674&page=222 |
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17 May 2024, 12:56 | #197 | |
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17 May 2024, 23:35 | #198 | |
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18 May 2024, 00:20 | #199 |
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It would have made headlines for the fact that you're shooting Nazis in it alone, forget the pseudo-3D aspect of it.
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27 May 2024, 01:31 | #200 |
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Back to GRIND: important update incoming!
We have FINALLY fixed all wall collision issues!!! This is a big deal fellas, this issue has been plaguing the engine since the very-very first Dread demo! We're talking about the player getting into the map geometry with ease, most explosions and projectiles thrown to them disappearing and even enemies often passing through them effortlessly... You can understand that all these game breaking problems are massively serious. People have been patient enough and never complained, however I knew it would suck (big time) if I released the game with such important bugs still left in. Hence this has been in my priority list since the birth of the project. And today, I'm pleased to announce this milestone is also done & ready! Big kudos to the team! |
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