Nitemare 3D (PC) Gameplay
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- čas přidán 30. 06. 2024
- Some gameplay from the first two levels of Nitemare 3D, a horror-themed first-person shooter developed by Gray Design Associates in 1994.
Despite obviously being a Wolfenstein 3D clone, Nitemare 3D still has some interesting features of its own like an automap that requires energy to remain active, dumbwaiters/lifts that can be used to travel between floors, and even locked safes containing valuable items.
It's also worth noting that Nitemare 3D is actually the fourth (and last) game in the "Hugo" series that began in 1990. The first three games were graphic adventures, however, and as a result have little-to-nothing in common with this one from a gameplay standpoint.
If you'd like to check out Nitemare 3D for yourself, it's available directly from creator David Gray's website via the following link:
www.dgray.com/n3dpage.htm
Timestamps:
00:00 Intro
00:17 Level 1-1
05:25 Level 1-2 - Hry
I really liked playing this when I was young, even though the level layout was pretty confusing.
Played it recently and still get lost, especially with all the hidden doors
I remember playing this when it just came out for pc the game scared the crap out of me this was when I was 5 years old at the time
Same!
holy shit i mostly forgot this existed. I used to play a shareware edition so much that the soundtrack and playerface in the hud is just burned into my memory whilst the rest of the game faded into obscurity. time to relive some childhood memories
LOL same here. I played the shareware version all the time as a kid!
I played this on the galaxy of games shareware disc, forget which one. Good times!
Even though this game was a bit before my time, it always had that cozy feeling many old DOS games, especially pre-Doom shooters, have. I hope OpenNitemare-3D resumes development at some point.
Yeah, this game is too cool to not have a modern source port!
That Frankenstein death sound is hilarious!!!!!
awesome came across here from seeing you commenting in CLASSIC PC GAMES Channel COOL channel you got here
1994...Doom and Heretic were already a thing. Hexen was around a corner.
But some things still refused to get off the donkey-choo-choo....
Now i can understand why "Escape from Monster Manor" took such pride
in itself. Well, for good reason.
The death scream of the green wearing guy is pretty funny! I did a double take when lightning flashed in the window, I'm sure that was impressive back then.
Man this is one of the games from my childhood i played so much but never remembered what it was called until now when i clicked on the video. The music and sound effects have been burned into my brain lol
I understand completely if someone finds this music obnoxious but personally, I was boppin along to it after five minutes or so
Always a delight to learn about another creepy DOS game. Kinda reminds me of Kens Labrynth
6:50 wow! Neat effect here
holy heck cant believe I found it!!
Ever heard of Logic Quest? It isn't a shooter but a First-Person Puzzle game where you have to press certain buttons to move doors and open specific panels to gain robot pieces/functions to get it to unlock the robot door.
I've never even heard of it, but it sounds really cool!
This is one I have never seen before. I wonder how many of these Wolf3D clones were made back in the day?
Enough that before games like Duke Nukem 3D, every FPS was referred to as a "Doom Clone."
There were a handful. You had this, Ken's Labyrinth, Isle of the Dead, and then there were a bunch of clones that used the Wolf3D engine like both of the Blake Stone games, Capstone Software's Corridor 7 and Operation Body Count, save even Wisdom Tree's infamous Super 3D Noah's Ark. These are just off the top of my head.
That's 2nd level was a nightmare without savestate on shareware 😅
This has inventory
Is this dos or windows version? I remember the character hud looking cartoony and like a boy
This is the 2.0 DOS version. For whatever reason, some versions have a completely different HUD face.
Perhaps this is the face you're thinking of:
static.doomworld.com/monthly_2019_10/1221455173_DOSBox2014-09-3016-44-58-11.png.21e14b06884834430270603597c8ac75.png
Funnily enough, the face in that screenshot is the one that was used in the DOS version I grew up playing. I never owned the version shown in this video as a kid.
@@Chubzdoomer yeah the screenshot is the one I would play as a kid. Gave me nightmares (no pun intended).
Hi Chubz! I've been a lurker on your channel for a couple years now, but any and all forms of reaching out to people leaves me an anxiety ridden mess. But, I've had a question that's been eating at me this entire time, so here we are. In relation to your ACS scripting tutorials: I've been investing quite a bit of thought into the RPG examples you've made tutorials for, and before I bit the bullet and dove head-first into Doom modding I wanted to know if it's possible you might have an idea for how a paperdoll system could work? To elaborate, in a game like Diablo, when the player swaps out pieces of equipment in their inventory, their actual character graphic would change. I wanted to know if something like this is possible within the confines of ZDoom, and I'd further like to know if you'd find the idea worthy of its' own tutorial.
Never heard of Nitemare, by the way! Looks pretty cool. It precedes me by a year and seems like it was fairly obscure!
My artistic skills are god awful so I very rarely do much "custom graphics" stuff in DOOM, but I don't think what you're describing would really be possible (or at least feasible). I've never seen a WAD with a fully customizable player graphic (as in, different parts of the player change visually).
@@Chubzdoomer I slept on it a bit and, with yet another dedicated search, think I may have stumbled upon a solution that is more of a workaround than anything else. It wouldn't allow multiple changing graphics on the player doll but; if I'm understanding the process correctly, I could define player classes as multiple fantasy races for the player to start as and, using the MorphActor function, could theoretically have the overall sprite be adjusted based on equipped armor. The player would then only be allowed to change their graphic based on a single piece of equipment but that's a compromise I could live with. Again, assuming that I'm understanding this correctly.