• Steve@communick.news
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    3 days ago

    I remember loading up the old Doom a few years ago, and being upset the arrow keys didn’t work.

    I thought WASD came well after that.

    • dual_sport_dork 🐧🗡️@lemmy.world
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      2 days ago

      You could fiddle with the key bindings in OG Doom using the setup program, albeit not in game, which is the fate that may have befallen you. OG Doom’s default controls have the arrow keys for moving forward and backwards and turning, and you strafe by holding down Alt and using the arrows or via the undocumented at the time period and comma keys (or < and >, if you care to think of it that way).

      It was pretty common for deathmatch nerds to make left and right or possibly A and D the strafe keys, and use the mouse for turning. Pushing the mouse fore and aft also moved you forwards and backwards which was nonsensical in hindsight, but vaguely understandable for a game that has no vertical aiming. A popular hack at the time was a mouse driver patch which essentially nullified your mouse forward and back movements to near-zero while leaving left and right intact, so mouse users wouldn’t be always be backpedaling off of ledges or mashing their faces into walls inadvertently.

    • quediuspayu@lemmy.dbzer0.com
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      3 days ago

      Doom was arrow keys, I spent too many hours playing Doom and Doom2.

      I even know people that started playing Quake with arrow keys before realising they could use the mouse, they used QS to look up and down and hold the shift key to strafe.

      • dual_sport_dork 🐧🗡️@lemmy.world
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        3 days ago

        Everyone played Quake with arrow keys at first because its controls were still archaic and mimicked Doom. Mouselook had to be enabled with the +mlook console command, and otherwise holding / would allow you to “mouse look” but only up and down, and only as long as you held it, and it would spring back when you let go and moved. Thus nobody was likely to figure out mouse aiming by accident just by messing with the mouse, or even by exploring the available in-game options.

        Quake’s controls did not define the standard FPS layout going forward, rather the modifications people made to their setups for deathmatch did.

      • SpaceNoodle@lemmy.world
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        3 days ago

        I knew a guy who used the mouse for movement in Quake. Vertical movement to go forward. But that would only get you so far until you reached the top of the mousepad, so he had to pick up the mouse and move it back down to the bottom.

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