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DOOM Eternal - the sequel to the 2016 reboot - now with The Ancient Gods DLC

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,963
Location
The Swamp
I believe the enemy limit in Doom 2016's campaign is 15 monsters, not 8

That's still pathetically low for a Doom game. :negative:


It's also kind of odd considering how well optimized the game was. I feel like it could have easily handled more than that.

Sure it is when compared to the majority of PWADS but it's not so low when you compare it to Doom 1, which is what it's largely based on. Besides, the balancing of the game prevents absurd amounts of monsters. Most demons are individually a lot more dangerous and agile than their classic counterparts so having 50 at a time would overwhelm the player. Now I would like to see more, especially towards the end of the game but I don't think more than 20 at a time is necessary.

I'd say it's loosely based on Doom 1 rather than largely. Still, if you go by the average number of monsters at any given time, the difference is significant.

I'm not saying it needs to match the numbers from the original games though. I'd just like to see at least slightly more monsters on screen and spread out more realistically as opposed to the arena style.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,857
Location
Eastern block
Yeah err..

People still don't get what made the early FPS so good. Good, enjoyable movement. A sense of speed. This shit is slow. These killcam animations are the cancer of gaming and only slow everything down.

Also the art direction is a mess. Most FPS are going in the wrong direction.

Quake still shits on this.
 

Carpalone

Novice
Joined
Aug 31, 2017
Messages
28
Yeah err..

People still don't get what made the early FPS so good. Good, enjoyable movement. A sense of speed. This shit is slow. These killcam animations are the cancer of gaming and only slow everything down.

Also the art direction is a mess. Most FPS are going in the wrong direction.

Quake still shits on this.

You can't have a fast FPS and be on consoles.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
It's not as fast as Quake or a modern indie like Amid Evil, but Doom 2016 is a fuck lot faster than most "AAA" shooters since Halo. Many console reviews even whined and complained about it and the newer Wolfenstein games because they were too hard to play with a controller.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
815
I can't help but notice the people playing the game on all those videos released a few hours ago (at least the ones I clicked on) don't seem to have a lot of experience with the FPS genre. It's not as bad as the Polygon video in 2016, but still.
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
Normal speed is about as fast as Doom 2016, which is about as fast as the original Quake. I think it needs to be a tad faster, which is why I always used the GK speed rune in the last one which makes the game almost play like pinball.
 

Citizen

Guest
FPS games shouldn't have annoying movement and weapon inertia, most of them feel like playing underwater after smooth movement and aiming of classic games. 3+ second long fatalities for every single mook in a "fast" FPS is a fucking joke
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
815
Oh, damn, how I hate double jumping and this weird instant-acceleration-forward-allowing-to-go-further-than-normally-expected. I miss the gravity of Quake, where you could reach far away areas just by jumping at the right moment.
Seems like Eternal is more based around all this than the prequel.

I hope the modern id Software does not ever touch Quake and reimagine it in a similar way.
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
In one of the videos I saw that the OG Doomguy armor is a pickup.

If it were up to me, I would make it so the armor from each Doom generation (OG, 64, Quake 3, Doom 3) gives specific bonuses and tradeoffs as long as you wear it. So the OG armor could be made for people who want the game to be faster and less reliant on GKs. So you are faster but GKs give twice as less resources, which in turn makes pickups more valuable. The other ones could have other unique bonuses.
 

Efe

Erudite
Joined
Dec 27, 2015
Messages
2,598
in one of videos the reviewer lasts 10 seconds in combat... then its all cuts and skips.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,645
Location
Lusitânia
A video that focuses more on the technical aspects of the new engine:



Doom guy has books for anger management:

Also he doesn't play Quake 2

oq4VHKO.jpg

And a reminder that the nu-Doom games are far too hardcore for most casual audiences:

 

Curratum

Guest
It's true, though. The sanctum level in Doom 2016 was just poorly designed. It wasn't confusing because it was open, I've played more Doom maps than you can count and rarely get lost, but this level was just poorly made.
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
Whatever you think of the new games, it's clear they have an extremely powerful engine. I hope Bethesda uses it in more games. Would be cool if they lincenced it too but I'm not betting on it.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,645
Location
Lusitânia
The sanctum level in Doom 2016 ... confusing

:notsureifserious:

What, it was pretty straightforward.



I almost never got lost on any of 2016 maps. Besides since when is it a bad thing to get lost in a doom wad? That shit happened all the time when I first played the originals. It's means they're doing something rigth.
 

Curratum

Guest
The sanctum level in Doom 2016 ... confusing

:notsureifserious:

What, it was pretty straightforward.



I almost never got lost on any of 2016 maps. Besides since when is it a bad thing to get lost in a doom wad? That shit happened all the time when I first played the originals. It's means they're doing something rigth.


You do of course realize you posted a 15-minute speedrun of someone who has played the level multiple times and optimized it for speed and performance, right? Or are you that dense?
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,645
Location
Lusitânia
Nah I just posted the video because I thought it was pretty cool. Shit I didn't know you could use the gauss rifle to propel yourself.
Anyway, my point still stands. The level is straightforward. I had no issues with it and neither did any one I know of that played D16.
The old titles are miles more difficult when it comes to navigating their levels. And that's a good thing.
So if people think nuDoom levels are maze like, they would shit they pants with the og titles.
 

Curratum

Guest
You'll notice users pointing their disdain for air dashes but refusing to tell you why they're bad.

Because it's a shortcut that's supposed to replace good level design - the entire "you make your own fun the way you want it!" mentality, as opposed to a solid, structured, controlled design. It's to shooters what "sandbox" is to RPGs.
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
You'll notice users pointing their disdain for air dashes but refusing to tell you why they're bad.

Because it's a shortcut that's supposed to replace good level design - the entire "you make your own fun the way you want it!" mentality, as opposed to a solid, structured, controlled design. It's to shooters what "sandbox" is to RPGs.
How do new movement abilities replace good level design? Given all the new mid-air platforming challenges that require you to use dashing, it doesn't seem like it's something they just tacked on willy-nilly.
 

Curratum

Guest
You'll notice users pointing their disdain for air dashes but refusing to tell you why they're bad.

Because it's a shortcut that's supposed to replace good level design - the entire "you make your own fun the way you want it!" mentality, as opposed to a solid, structured, controlled design. It's to shooters what "sandbox" is to RPGs.
How do new movement abilities replace good level design? Given all the new mid-air platforming challenges that require you to use dashing, it doesn't seem like it's something they just tacked on willy-nilly.

Because I'm sure I will be able to break at least as many encounters and battles with it as I will find designed challenges that use it.
 

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