Doom/Classic FPS Thread

The guy is still working on it with NightDive hes handling Turok first though.

Halo was supposed to be a TPS with platforming before Bungie was bought by Microsoft.
Thats why it turned out to be a slow as shit FPS.

Wasn't it supposed to be an RTS for OSX?

If anyone cares - "Do You Know Gaming" YouTube channel in their Doom video made a false implication that Doom idTech engine at some point of development had support for sloped floors that later got removed. I couldn't find any more information about it, so I asked Romero. This is his answer:

Hi [REDACTED],

First of all, I disagree with the idTech numbering system because it’s not correct. It assumes that all the engines we wrote were 3D and they weren’t. Here’s my numbering:

1990 2D idTech 1: Commander Keen 1-3
1991 2D idTech 2: Dangerous Dave 2 (new animation system)
1991 2D idTech 3: Commander Keen 4-6 (completely different)
1991 2.5D idTech 4: Hovertank One
1991 2.5D idTech 5: Catacomb 3D
1992 2.5D idTech 6: Wolfenstein 3D
1992 2.5D idTech 7: Shadowcaster
1993 2.5D idTech 8: DOOM
1995 2.5D idTech 9.5: Hexen
1996 3D idTech 10: Quake
…etc.

The Shadowcaster engine was an advanced Wolf3D engine with fog and sloping floors. This is probably what you read about.

Hexen was an advanced DOOM engine with rotating BSP pieces so doors could rotate open and closed, as well as a lot of other stuff.

At no time during DOOM’s development did we have sloping floors. The data structure never supported it.

Regards,

John

Did you know that SgtMarkIV is the lord and saviour of Doom and did you know that the only people who shit on him and Brutal Doom are (((Doomworld))) shills? Now you know. Praise SgtMarkIV!

...

Brutal Doom is pretty fucking great but SgtMarkIV seems like a giant fucking cunt.

That was the OG plan before being scrapped.
Halo was to be a TPS for OSX

Sprite work is a bit too poor / inconsistent for my tastes, but I generally don't have anything against the mod itself.

It also explains why the crosshairs are off center