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Doom Corner "for all Doom related discussion"
#3121 Posted 05 August 2019 - 12:13 PM
#3123 Posted 05 August 2019 - 01:51 PM
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#3124 Posted 10 August 2019 - 03:39 PM
But once you figure out how those stupid points work exactly (and the relics lol) and optimize your routes you can quickly get to the slayer ranking. It's pretty skillful and to some extent tactical.
If you're like me who wasn't interested in this when it came out (since it looks pretty dumb) then give it a shot cause I was wrong, this is fun as hell.
This post has been edited by Zaxx: 10 August 2019 - 03:50 PM
#3125 Posted 14 August 2019 - 01:50 PM
Two things I worry about:
- This mode will live or die by the balance so even if they mess that up only just a little bit then the whole thing will suck instantly. They seem to have very few demons though so I'm hopeful.
- The demons don't seem to have very interesting gameplay. If they won't be fun to play as and everynone will prefer Doomguy then the mode is dead in the water.
#3126 Posted 15 August 2019 - 09:24 AM
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We are working on a more permanent fix to further reduce the visibility of the optional login. We do not have an estimated release just yet, but we'll let you know as soon as we can. Thank you for your feedback!
This post has been edited by MusicallyInspired: 15 August 2019 - 09:25 AM
#3127 Posted 15 August 2019 - 02:41 PM
#3128 Posted 15 August 2019 - 05:38 PM
EDIT: Looks like he is according to his Twitter. Good news indeed!
This post has been edited by MusicallyInspired: 15 August 2019 - 05:40 PM
#3129 Posted 15 August 2019 - 08:41 PM
#3130 Posted 16 August 2019 - 04:37 AM
This post has been edited by MusicallyInspired: 16 August 2019 - 04:37 AM
#3131 Posted 16 August 2019 - 07:28 AM
Zaxx, on 10 August 2019 - 03:39 PM, said:
But once you figure out how those stupid points work exactly (and the relics lol) and optimize your routes you can quickly get to the slayer ranking. It's pretty skillful and to some extent tactical.
If you're like me who wasn't interested in this when it came out (since it looks pretty dumb) then give it a shot cause I was wrong, this is fun as hell.
Arcade mode was tons of fun for me, its good to be able to jump into the action with no cutscenes and the combo scoring made it engaging; but once I got the best medal in every stage, I haven't thought about it again, I'd rather restart the campaign from scratch again. Still was a nice litte extra that got me one-two extra playthrough worth.
#3132 Posted 17 August 2019 - 05:38 AM
This post has been edited by Tea Monster: 17 August 2019 - 05:41 AM
#3133 Posted 19 August 2019 - 05:08 AM
On a slightly related note though, is there some kind of classification of Doom/Doom II approaches to user level design? I mean, there's certainly quite a lot of stuff that goes very heavy on intense fights all the way, some following the footsteps of the originals (be it the first or the second game), and there are some maps more focussed on variety, exploration, or at least balancing exploration phases with combat phases (I'm not talking about any gameplay modifications here, only vanilla style gameplay). I'm rather fond of Epic 2 because of the Egyptian theme and scenery, and the variety in both architecture and the situations the players find themselves in.
Yesterday I played Chex Quest's first level, a bit of first level of Chex Quest 2 and then some starting levels from Perdition's Gate. Whatever you might say about Chex Quest's art style (I think it's awesome), in the levels you immediately get a sense of place: here's the spaceport, here's the city, not unlike Duke3D, in a sense. Conversely, in Perdition's Gate I at some point had a feeling that I was simply walking from one room with monsters to another (I guess for Plutonia it would be from one room with traps to another). Also a while ago I tried a little bit of Ancient Aliens. There's some pretty cool visuals there for sure, but that gameplay design that throws you against a Cyberdemon and waves of lesser enemies right away... I wasn't compelled to play very far, maybe you need a right mood for that.
#3134 Posted 19 August 2019 - 11:26 AM
MrFlibble, on 19 August 2019 - 05:08 AM, said:
Yeah I never much cared for Plutonia's visuals. At all. It's very boring, with the same three colors on constant display. Plays fine but I really hate the visuals.
MrFlibble, on 19 August 2019 - 05:08 AM, said:
Same applies for Doom and Doom 2, really. They went for a much more abstract approach to level design, where nothing makes sense and it's just a bunch of colorful corridors to shoot monsters in.
Though in credit to Perdition's Gate, there are a few attempts to make rooms look like a place (such as the movie theater in the first level). It's similar to TNT in that regard.
MrFlibble, on 19 August 2019 - 05:08 AM, said:
Ancient Aliens is just straight unfair most of the time. Lots of almost-certainly-fatal beginner's traps (a problem of modern Doom modding in general, really), and there's a chance that cyber in the first level will just kill you without you being able to do much about it.
#3135 Posted 19 August 2019 - 02:51 PM
MrFlibble, on 19 August 2019 - 05:08 AM, said:
The earliest complaint I can remember of Final Doom is that it was ugly, even before I heard people call it challenging or making fun of all the revenants and chaingunners. So, it's not just you.
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I know that people refer to maps with monster arenas (or just large monster counts) as "slaughterwads" and people tend to refer to old style maps as "1993 levels", but I don't think there's anything else in terms of description. I think the key word for the exploratory levels is literally exploratory. I think you've just got to scan the description for the words you're looking for.
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Well, when it comes to the iD originals, you have to understand that the man primarily responsible for pushing realistically designed places was Tom Hall. He wanted there to be exactly the kind of sense you're talking about. In Wolfenstein he claims credit for being responsible for the pots and pans graphic being in-game. When he was fired halfway through the development of Doom, everyone who was left didn't exactly feel they could do realistic, so they went off the rails. This worked when they were making Hell, but it did leave some questions as to how some locations are supposed to be so-and-so. A lot of levelsets either intentionally or unintentionally mimicked how iD did it, so you have some levels that are weird places that don't really make any sense and some places that do. Ancient Aliens has a pretty sweet pyramid later on that was pretty sweet. I don't remember how the gameplay design was off-hand though. It's not that Doom itself isn't capable of places that look like real places or have neat visuals. Twilight Warrior did a fantastic job making the game look like a real place, using mostly stock textures. Its just that everybody seems focused on making tricky levels first and interesting levels second. Thus when you get someone focused on doing something other than imitating John Romero or Sandy Petersen's stuff, you can get some good stuff.
#3136 Posted 19 August 2019 - 03:34 PM
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#3137 Posted 19 August 2019 - 11:06 PM
MrFlibble, on 19 August 2019 - 05:08 AM, said:
Plutonia was made by Casali bros (2 teenagers) in a span of 4 months (with much worse level editors than today's editors). So it was bound to have lackluster visuals. But despite this, the levels are extremely fun and they are clearly superior to those of TNT Evilution. Hell, I just recently played some 90's wads like Memento Mori (1 and 2), Icarus and Perdition's Gate. None of them hold a candle against Plutonia.
MrFlibble, on 19 August 2019 - 05:08 AM, said:
That cyberdemon is only on HMP and UV. On HNTR, things are much more fair and that cyberdemon is replaced by a mancubus.
Ninety-Six, on 19 August 2019 - 11:26 AM, said:
Yeah Ancient Aliens has some really unfair encounters. That's why I recommend playing it on HNTR for the first time.
MrFlibble, on 19 August 2019 - 05:08 AM, said:
If u want good looking maps with variety of asthetics, I recommend playing Eviternity. It is also much more fair compared to wads like Ancient Aliens. Unfortunately it does have some custom DEHACKED monsters. Still u should probably give it a try. I recommend playing it on HMP skill.
I also recommend trying out HellBound. I personally have't played it, but from a few videos that I saw, it has some good city-like levels
This post has been edited by ReaperAA: 19 August 2019 - 11:10 PM
#3138 Posted 20 August 2019 - 01:01 AM
ReaperAA, on 19 August 2019 - 11:06 PM, said:
I actually have. I made it to MAP17 after having done the secret levels, but then I just couldn't take it anymore. I found it to be kind of a long boring slog. I mean, the aesthetics are very nice. It creates some very believable locations with just stock doom 2 textures.
But the gameplay I found really dull. The most frustrating part is I can't even explain why. I don't know why I found it a slog and mostly a chore. It really doesn't make any sense to me. It's just doom 2 weapons and monsters. If it's not being a jerk about it, how is it possible to go wrong with that?
This is not me being overly harsh on the thing. This is me genuinely confused as to how this happened. If anyone else has played Hellbound and can relate to my experience, please enlighten me as to what went wrong. I wanted to like it...
#3139 Posted 20 August 2019 - 01:43 AM
Ninety-Six, on 20 August 2019 - 01:01 AM, said:
This is not me being overly harsh on the thing. This is me genuinely confused as to how this happened. If anyone else has played Hellbound and can relate to my experience, please enlighten me as to what went wrong. I wanted to like it...
Although I have not played Hellbound but I had a similar experience with a doom wad called Avactor. I made it to just map 3 of that wad (it has long levels) and gave up. I don't know why.
#3141 Posted 23 August 2019 - 11:47 AM
Tea Monster, on 17 August 2019 - 05:38 AM, said:
Looking good! Are they going to be LP models put into Doom or are you guys switching to high res sprite work?
#3142 Posted 23 August 2019 - 02:17 PM
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#3143 Posted 23 August 2019 - 11:49 PM
MrFlibble, on 19 August 2019 - 05:08 AM, said:
On a slightly related note though, is there some kind of classification of Doom/Doom II approaches to user level design? I mean, there's certainly quite a lot of stuff that goes very heavy on intense fights all the way, some following the footsteps of the originals (be it the first or the second game), and there are some maps more focussed on variety, exploration, or at least balancing exploration phases with combat phases (I'm not talking about any gameplay modifications here, only vanilla style gameplay). I'm rather fond of Epic 2 because of the Egyptian theme and scenery, and the variety in both architecture and the situations the players find themselves in.
Yesterday I played Chex Quest's first level, a bit of first level of Chex Quest 2 and then some starting levels from Perdition's Gate. Whatever you might say about Chex Quest's art style (I think it's awesome), in the levels you immediately get a sense of place: here's the spaceport, here's the city, not unlike Duke3D, in a sense. Conversely, in Perdition's Gate I at some point had a feeling that I was simply walking from one room with monsters to another (I guess for Plutonia it would be from one room with traps to another). Also a while ago I tried a little bit of Ancient Aliens. There's some pretty cool visuals there for sure, but that gameplay design that throws you against a Cyberdemon and waves of lesser enemies right away... I wasn't compelled to play very far, maybe you need a right mood for that.
I have dropped Doom after 1996 and one of the reasons was I hated Plutonia (both art and gameplay-wise) and didn't care about Evilution. Duke 3D came out and it looked infinitely better. Returned to the game in 2016 when Romero released Tech Gone Bad, and I was surprised how enjoyable it was. Then I played NRFTL, and it blew me away. This is the thing I care about: sense of place, fluid progression, solid, but not annoying challenge. I loved the map one of the NRFTL authors came out later. And of course the two Romero maps, and now Sigil. There had been some nice content from the community as well, for example I liked some parts of Way Too Many Dead Guys very much, or massive levels like Foursite, but none of them reached the quality of Sigil or NRFTL. Without them I wouldn't even care for this game.
This post has been edited by The Watchtower: 23 August 2019 - 11:49 PM
#3144 Posted 24 August 2019 - 07:56 AM
What I don't like in Plutonia is the visual style (it's boring) and how the enemy placements become samey after a while. For a bit it's fun that it's always dominated by chaingunners-revenants-archviles but it gets stale.
#3146 Posted 31 August 2019 - 04:23 PM
#3147 Posted 31 August 2019 - 10:15 PM
If anyone wants to see what visuals are possible with OTEX, just look at Eviternity.
#3148 Posted 31 August 2019 - 10:46 PM
I love it, both its gameplay and its visuals. At the time it came out, I found this brown, jungle theme very refreshing compared to the dark tech style of Doom 2 and TNT. As far as official classic doom wads, I would rate it just after the original doom. Doom > Plutonia > NRFTL >> Doom 2 >>> Master Levels >>>> TNT.
It also has 2 amazing "unofficial" sequels : Plutonia 2 and Plutonia Revisited. And I'm currently waiting for Final Doom - the way id did (or in this case, the way the casali brothers did ;-) ).
#3149 Posted 01 September 2019 - 12:06 AM
axl, on 31 August 2019 - 10:46 PM, said:
This is true. When I played Plutonia for the first time in 2015, I hated it. The visuals were bland and the gameplay was annoying and too hard for me back then. However I improved as a player a lot since then. And when I played Plutonia again just a few month ago, I really liked the gameplay (though I still find the visuals to be boring). In fact I would go as far as to say that Plutonia is the undisputed king of the 90's doom wads.
axl, on 31 August 2019 - 10:46 PM, said:
For me its NRFTL > Plutonia >>>>>> Doom 2 > Doom 1 > TNT (I haven't played master levels)
axl, on 31 August 2019 - 10:46 PM, said:
Don't forget the upcoming Plutonia 3
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