sullynathan
Arcane
DOOM 2016 has good movement already.
Also he doesn't play Quake 2
The sanctum level in Doom 2016 ... confusing
The sanctum level in Doom 2016 ... confusing
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'll notice users pointing their disdain for air dashes but refusing to tell you why they're bad.
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.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.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.
I know you don't believe this tripe you just typed.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.
The dashes don't move you that far and are on a cooldown, and the lead dev went on record saying how they added dashing in in the first year of Eternal's development and how it broke the game and made it boring, so they had to rebalance everything around the dashes to make it not so broken. Moreover, the dashes aren't really making my speedrunner senses tingle. They just move you a fixed distance instead of actually letting you maintain your increased momentum.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.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.
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.
I know you don't believe this tripe you just typed.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.