No, you are.
What features? You keep using that word but you never explain.
I explained how DOOM is better graphically and what features it has that AVP lacks. You never did the same.
Here's another feature AVP lacks. DYNAMIC LIGHTING. Where are the flickering lights? Don't tell me that a game such as AVP, which has horror elements, wouldn't benefit by the use of dynamic lighting!
Same with AVP.
You really have the attention span of a goldfish. Here's my previous post:
"If we are going to be pedantic, then DOOM isn't an FPS either. It has elements of FPS but it also relies a lot on exploration. Solving the levels themselves is a game in itself, no scratch that, the main objective it to solve the levels. Find the keys and your way out. The monsters are just obstacles. Even without the enemies, you still have a challenge. Heck, you don't even need to kill a single monster to beat most of the levels, see "pacifist" runs."
Do you remember it? It was a long time ago, a few whole hours.
Ok, high-res sprites then. Though, it's kind of uneven since some are lower res than others.
Still, this one thing can't make up for all other graphical regressions this game has compared to Doom (on the same console).
Yeah, I think the discussion with you isn't really fruitful, to be honest, so I'll let others try as I have already explained to you why I don't see it as an open-world game, with your answers only confirming my point of view. There was a point by one user in this thread comparing it to dungeon crawler games and I agree. Also, the post you quoted was about the whole FPS dilemma anyway, so whatever.
It's just different, really. There's strengths and minuses in the technology, and there was a lot of experimentation with these "pseudo-3D" engines at the time. Some had simple layout but lots of visual enhancements over the old Wolf tech from the past, some had complex, not-square, not-flat layouts in the wake of Doom. As long as the game designers accounted for what they were working with, they could make fun stuff.Still, this one thing can't make up for all other graphical regressions this game has compared to Doom (on the same console).
The bottom line is that Doom engine is not created to handle such settings like are in AvP.
The overall game does not fully satisfy the conventional definition of "open world", though. Although you have three characters with different play styles, each one of them still has a singular goal throughout the game. There are no side missions, and all of the NPCs are distinct enemies with rigid behavior patterns. It's actually structured more like a Metroidvania (another modern gaming term). It has about the same amount of freedom as a game like Castlevania: Symphony of the Night, which is not necessarily a bad thing. I think both the third and fourth poll options would apply here.
Here's how the Dynamic lighting in Jaguar Doom looks:
It looks better than the PC version even.
Anything close to that on AVP, no?
Nope. You lost already.We can go forever like this but you are going to lose in the end with your nonsense.
Being "open world" isn't a graphical feature. Also, AVP is not exactly open world, like everyone in this thread tells you.Why Doom is not one open world environment? Why Doom is in lower res? Why Doom's monsters suck in comparison? Is even one there that looks so good like Predator (btw. even pred from AvP'99 and AvP2 looks less realistic)?
Lol. What dynamic lightning do you need in AvP? Like flickering environment from invisible to visible? Or you just want to compare Alien Trilogy (PS1 version) here with your beloved Doom?
Lighting has been one of the most important graphical features in games with horror-ish atmosphere since DOOM of course. AVP missed the memo.What dynamic lightning do you need in AvP? Like flickering environment from invisible to visible?
Similar between all elements:Res level and graphical style is kept similar between all elements. Doom does not even come close to it.
Have your eyes checked mate.And why does AvP still look better?
Saying it is an FPS game doesn't mean it "just an FPS game". I've never denied it having other elements such as horror survival. It is you that gets mad for calling AvsP an FPS, despite literally every source calling it an FPS. That's a "you"-problem, not a "me"-problem.You wanted to make it as an FPS only.
Again, I have already explained to you why I don't think it is an open-world game. Several users did in fact.Have you proven it not being an open world game? Nope.
I just made a list of features that proves DOOM is far more advanced, graphically. Plus, the Dynamic lighting which i forgot.
You did nothing. Not a single word. No arguments.
Lol, i don't know what else to tell you. You are in complete denial.
Also, lol "cinematic".
It's too funny.
Yep, molasar is fucked. According to the game manual, the contents of the simulation are considered Top Secret. Molasar has given a detailed description of the simulation here in this thread and is in violation of USMCMC, 53622a, which is punishable by court-martial and up seven years imprisonment in the Yuggoth penal colony, SYS Aldeberan IV.
Would love to see a source port of AvsP btw.![]()
Jaguar Alien vs Predator Doom mod
A total conversion for GZdoom of the Atari Jaguar classic Alien vs Predator.www.moddb.com
Why is it anti climatic? And why does AvP still look better?
BTW your upper photo is not from Jag's AvP but an unfinished fan project. It looks too sterile and not like the original on CRT TV sets.
Here is something that will blow your mind, AVP takes place within a simulator. So the simulation part of that sentence is in reference to that, not the genre/category of AVP, which is right there in black and white, First-Person Shooter. That page is from the Atari Jaguar's Official Gamer's Guide, published in 1995. So even in the 90's, everyone and their dog firmly believed AVP belonged in the FPS genre.
Your friend is right and you are wrong. Just take the L and go play an open world game like Elite Dangerous or Sea of Thieves.
Lol, they just did a few posts ago. They literally explained to you that line in the manual.Therefore you failed to debunk me.
Like I said, the game takes place in a simulator. Thanks for backing me up.Nope. Nothing will blow my mind. Back then we did not have games categorized like nowadays. The 90s the best experimental decade with huge jumps. That is why the game was put into FPS basket where clearly it was not a Wolf3D or Doom clone.
Also do you need to read the game's manual again from 1994?
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AtariAge - Atari Jaguar Manuals - Alien vs. Predator (Atari)
AtariAge - News, message boards, rarity guides, game database, manuals, pictures, articles, links, and much moreatariage.com
Therefore you failed to debunk me.
Have you played the game? What is a sensu stricto defnition of open world game?
What scale of world game should have to be considered an open world game? Does it have to have side missions? What is a structure of Metroidvania and how is it present in the game? No, there is more freedom in AvP than in C:SotN. You should try to play the game yourself.
The problem with AVP is really the orthogonal level design. If DOOM didn't exist before it, AVP would be considered a great looking game.It's just different, really. There's strengths and minuses in the technology, and there was a lot of experimentation with these "pseudo-3D" engines at the time.
Read my answer. You and your friend failed to debunk me big time. But try harder next time. Lol.
Not the color depth or sprite resolution, no. It would have been a worse-looking game. Would have had a better framerate, but...
As far as handling the game design and scripting, though, I feel a Doom engine could have handled what I know of the AvP concept? What does the game do that's too complex? There's large stages (although broken up by loading gates to swap in maps,) the Aliens can bleed acid which remains on the floor (so the gibs would need to have -hitpoints attached and would have to have permanence,) the Aliens can cocoon soldiers to make spawn points (not sure Doom has a script for that but mostly because it'd never been part of the equasion,) Alien Eggs spawn Facehuggers (not sure if Doom does spirtes that spawn sprites?) Predators have some cool vision settings that make the screen weird (hard to do in Doom, plus it doesn't have the colors for it) and make your character invisible (more doable) with special Honor points (again, doable,) and the Marine has a motion tracker (complicated) and some ammo weight limits (just numbers and stat caps), plus there's some randomization to enemy spawn points that Doom interestingly doesn't have a method for.
It'd be a lot of work, getting an AvP game to squeeze into a Doom engine, for sure, and it'd be much worse for the transition. Still, looking at AvP on Jag, you do wonder if Rebellion would have gone with this non-orthogonal engine if they had a choice, and for sure if there had been a sequel (not counting Rebellion's 1999 AvP on PC, which is pretty different but already uses a "Quake-Clone" engine,) the technology would have been different. They made an impressive game for a console that desperately needed a signature title, so whatever the engine could or should have been, this worked at the time.
There have been a number of AvP Doom WADs attempted. I'm not sure what if anything came anywhere near the play, much less the look, of AvP Jag. (I'll assume , in your esteem, the answer is "none".) This guy in 2015 seemed to have some of it down, and was working out clever ways of adapting the unusual Jag solutions to Doom's scripting and level design approach. He was using GZDoom, which allows much deeper color depth, and he was able to get a rip of the textures and I think level layouts; there has not yet been a way to rip Jag sprites, so substitutions had to be made. It never got finished, in any case.
Nope. You lost already.
Being "open world" isn't a graphical feature. Also, AVP is not exactly open world, like everyone in this thread tells you.
Lighting has been one of the most important graphical features in games with horror-ish atmosphere since DOOM of course. AVP missed the memo.
Similar between all elements:
Element 1:
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Element 2:
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Yeah, they look similar, lol.
Have your eyes checked mate.
Saying it is an FPS game doesn't mean it "just an FPS game". I've never denied it having other elements such as horror survival. It is you that gets mad for calling AvsP an FPS, despite literally every source calling it an FPS. That's a "you"-problem, not a "me"-problem.
Again, I have already explained to you why I don't think it is an open-world game. Several users did in fact.
...and looking at the current results of the poll it seems like most people do agree, that it is not an open-world game.
You may have a different interpretation of what an open-world game is supposed to be like, but I don't agree, and I don't think you have proven why it's supposed to be an open-world game. According to your logic, a plethora of games would qualify as open-world. I don't think an open design philosophy automatically makes a game open-world.
...but anyway, I will watch a movie now, so cheers.
AvP Jag also used digitized graphics, scanning real objects and people to make up the sprites and textures of the game. Most Doom engine games opted for hand-drawn pixel art, as there was less resolution/color to make much use of a photo but also they had great designers back then who could control the visuals real well and knew how to make visuals look good even if they had to be scaled. AvP's sprites look good at their best resolution, but they animate in the game poorly (digitizing wasn't so easy back then, so even though hand-drawn art took time, it was probably easier to experiment with) and they look like abstract blocks when too close because the artists couldn't refine the models for scale. (Doom of course got blocky too, but you instantly knew a Zombieman from a Cacodemon at any distance.)
I don't know if there were many digitized characters (or ACM character models) in pseudo-3D engine games back then? It seems like that would have been common, since the characters are basically popsicle-puppets anyway so photos and CG would eventually be easier than paintings, but the only one I can come up with that used digitized real art was Killing Time. (That also used "FMV Sprites", which was a kind of cool technique where instead of the bitmapped sprite, the figures were made of FMV with transparencies, so you could walk around the video as it played, and it only had one angle of course so you couldn't go around the video but you could 'zoom' in and out and walk around as it played.)
Yep, molasar is fucked. According to the game manual, the contents of the simulation are considered Top Secret. Molasar has given a detailed description of the simulation here in this thread and is in violation of USMCMC, 53622a, which is punishable by court-martial and up seven years imprisonment in the Yuggoth penal colony, SYS Aldeberan IV.![]()
Not a fact. Just your opinion. I like DOOM's "hell/scifi" mix atmosphere more.Again why Jag's AvP has a better atmosphere than Doom?
AvP Jag also used digitized graphics, scanning real objects and people to make up the sprites and textures of the game. Most Doom engine games opted for hand-drawn pixel art, as there was less resolution/color to make much use of a photo but also they had great designers back then who could control the visuals real well and knew how to make visuals look good even if they had to be scaled. AvP's sprites look good at their best resolution, but they animate in the game poorly (digitizing wasn't so easy back then, so even though hand-drawn art took time, it was probably easier to experiment with) and they look like abstract blocks when too close because the artists couldn't refine the models for scale. (Doom of course got blocky too, but you instantly knew a Zombieman from a Cacodemon at any distance.)
I don't know if there were many digitized characters (or ACM character models) in pseudo-3D engine games back then? It seems like that would have been common, since the characters are basically popsicle-puppets anyway so photos and CG would eventually be easier than paintings, but the only one I can come up with that used digitized real art was Killing Time. (That also used "FMV Sprites", which was a kind of cool technique where instead of the bitmapped sprite, the figures were made of FMV with transparencies, so you could walk around the video as it played, and it only had one angle of course so you couldn't go around the video but you could 'zoom' in and out and walk around as it played.)
The game would benefit greatly from better controls and framerate.
Back in the day you had Wolf3D, Doom and their clones. There was no doubt that they were all about shooting enemies from first person perspective in maze like environment. And an animated weapon visible in a bottom-middle section of screen. Not to mention some banal story.
Again. Either we are going to be honest about what those games really were and are or we can make this nonsense based on not precised sources.
So no amount of temper tantrums will make Jag's AvP an FPS.
It is not about interpretation and democratic vote has nothing to do with it. An open world sensu stricto means that generally you have logical access to the whole environment. And this how it works in the game. And I already stated that Jag's AvP mixes many elements but back in the day we did not have established categories like we have nowadays.
I don't know why active lighting is anti-climactic to you, but AvP still does "look better" to you in part because it's big 16-bit-color square blocks of walls to paint on, whereas Doom uses much smaller and 8-bit color blocks. The tradeoff is that Doom has much finer and non-square / not-right-angle walls to lay out, which allows much more complex stage layouts, but it still ultimately requires these small repeating textures to make up the environments. By the time a Jag AvP wall has drawn out a surface, it has painted a complete and natural picture across its surface, but it can only be that square block of wall (which eventually repeats a whole lot itself as well.) Doom on the other hand can have columns and stairs and open roofs and lava and lit surfaces and alcoves up above where demons hurl fireballs down on you and all that, but everything is made up of little pieces of low-resolution texturing that look videogamey.
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Lol, they just did a few posts ago. They literally explained to you that line in the manual.
Like I said, the game takes place in a simulator. Thanks for backing me up.
Most DOOM's sprites and textures were also digitized. At least half of the monsters were digitized from clay models. Textures were digitized from real photographs most of the time.
Already debunked.These are two different games one is FPS and another one is a mixed bag
First time i ever hear about this. But i do agree. Having to navigate these boxy rooms at 10fps is really a scary proposition.There is a reason why Jag's AvP is called one of the scariest games of all time.
And the manual refers to the game's plot not genre.I linked a real manual in my previous posts.
Yes, I have played AvP. I got the game the day it was released, back in October 1994.
My point was that there are games that are "open" (relatively speaking), and allow the player to roam and explore the environment freely. Such games have existed long before GTA, and long before AvP.
Again, GTA3 was not the first open world game, but was almost assuredly the game that put the term "open world" in the public vernacular, and set expectations going forward. Wolfenstein 3D was not the first first-person shooter, either, but it was a game that set the standard for the genre.
Scale is important. If we simplify the definitions of these terms, then they become diluted. Once the range becomes too broad, the term loses all meaning.
The old Atari arcade games Battlezone and Red Baron are technically first-person shooters, and (using a very loose definition) also open world games. But, I don't think most gamers would consider them "open world" in comparison to other genre-defining games.
If you enjoy the game (just as I also do), then fine. If you want to consider it "open world" by your own personal definition, then that's fine, too. But, you need to understand why other gamers here aren't viewing things exactly the same way. Don't allow their viewpoints to diminish your enjoyment of the game, but at the same time respect their perspective as well.
The problem with AVP is really the orthogonal level design. If DOOM didn't exist before it, AVP would be considered a great looking game.
But after playing DOOM, i could not go back to the same level design as Wolf3D at a lower frame rate even.
It does a few nice things visually but i don't believe it pushes the console as much as Jaguar Doom does. Why does it have such horrible frame rate when the game engine/level design is so basic?
Or is it that Carmack is such a code genius that Rebelion could not compete?
Reason why Doom did bad on Jaguar is because it was trash. Might had been the worst console version out there. It didn't even have music.There is no problem with AvP design at all. And it is considered better looking game than Doom. That is why it was a system seller but Doom was not for Jag. Even if the both released in approximately in the same time.
And why do you compare AvP to FPS games again.
Explain me why PC and Jag's Doom is so boring?
Why Carmack could not create something that can handle better looking game than AvP? Was not he experienced enough?
Let's find out.
There is. It's boring. Same corridors, same rectangular rooms.There is no problem with AvP design at all.
Only by you.And it is considered better looking game than Doom.
That's because Atari was retarded and didn't push DOOM as the system seller. It was the only/best way to play DOOM for a while, without needing an expensive 486 PC.That is why it was a system seller but Doom was not for Jag.
But he did. Carmack created a much better looking and much more advanced game that also runs much smoother.Why Carmack could not create something that can handle better looking game than AvP? Was not he experienced enough?
Eh, worse DOOM ports are 3DO, Saturn and SNES. Jaguar Doom runs smoothly. I do agree about the lack of music though, that hurts it a lot.Reason why Doom did bad on Jaguar is because it was trash. Might had been the worst console version out there. It didn't even have music.
AvP Jag also used digitized graphics, scanning real objects and people to make up the sprites and textures of the game. Most Doom engine games opted for hand-drawn pixel art, as there was less resolution/color to make much use of a photo but also they had great designers back then who could control the visuals real well and knew how to make visuals look good even if they had to be scaled. AvP's sprites look good at their best resolution, but they animate in the game poorly (digitizing wasn't so easy back then, so even though hand-drawn art took time, it was probably easier to experiment with) and they look like abstract blocks when too close because the artists couldn't refine the models for scale. (Doom of course got blocky too, but you instantly knew a Zombieman from a Cacodemon at any distance.)
Not a fact. Just your opinion. I like DOOM's "hell/scifi" mix atmosphere more.
Most DOOM's sprites and textures were also digitized. At least half of the monsters were digitized from clay models. Textures were digitized from real photographs most of the time.
What?
I am not crying. I am amused by your delusion.Where is an issue with framerate and controls? Lol.
Oh, baby. Do not cry. No temper tantrums accepted.
Wrong again.Doom 1 or 2 has nothing on it.
You are a Doom fanatic. That is why.
Because they are lower-res and lower-bit color? I mean, we already established that. AVP does this one thing better than DOOM. It's mentioned like 50.000 times alreadyWhy those Doom's sprites and textures look worse than those in AvP then?
The game literally runs at 10 to 15 fps, lol. You don't see a problem with that?Where is an issue with framerate and controls? Lol.
Nope. Nothing what I stated has been debunked.Already debunked.
AgainFirst time i ever hear about this. But i do agree. Having to navigate these boxy rooms at 10fps is really a scary proposition.
And the manual refers to the game's plot not genre.
The "tactical simulation" is part of the plot.
Literally, the manual explains the plot to you at this section. Not the game genre.
How hard it is to comprehend?
Reason why Doom did bad on Jaguar is because it was trash. Might had been the worst console version out there. It didn't even have music.
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Atari Jaguar
The Jaguar version of Doom was published by Atari and was developed by id Software. It was released on November 28, 1994. Like the PC version, this version of Doom was developed on the NEXTSTEP platform, and compiled to run on the Jaguar. The bulk of the engine was programmed by John Carmack...doom.fandom.com