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

UserNamer

Cipher
Joined
Nov 6, 2010
Messages
692
Anyone else loved the fact that they doubled down on everything they did in Eternal? Game is too hard? We're making it harder. Don't like Marauders? Here's two of them. I'm sure they're making the game even harder in the next one and I kinda dread to think about it.

Only thing that pisses me off is that once again there are useless secrets. Cosmetic stuff is cool but you should ALWAYS get something useful from finding secrets. 2016 did it right with its collectibles because they gave you weapon points.

There was also this cool red keycard secret in the first area where you had to backtrack but it's full of ammo, which you can get fully restocked from just killing a zombie...at least put a life or some BFG ammo in there. Great way to ruin a good secret. If something you pick up doesn't contribute to the gameplay it doesn't really "exist" if you get what I am saying.

Finally, this might be just my severe autism speaking but anyone else just can't stand permanently unopenable doors in games, especially games that have some sort of exploration? I mean the ones that are just scenery. It fucking pisses me off when I see them in games. As a level designer, to me doors are ways to make the level space more interesting. If I see a door I wanna see what's behind it!! They think they are making the level feel larger but they're not fooling anyone.
I just don't like how places are designed in eternal including all the invisible barriers, there is no exploration per se and no sense of place at all. And it annoys me how they place these bulky crates everywhere just to fill out the environment

Also I still don't understand why failing a jumping puzzle chips away at your life, just reload the checkpoint or just respawn me at the beginning of it. And there should be a way to disable the red screen when you are low on health that was especially annoying when playing famine mode

Overall I still like the game and the combat

Another note I have I thought all boss fights in the main campaign were lame. Still have to finish the dlc though
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,593
Consoles. Reloading is anathema for them, too much of an hassle to hit the back button and navigate to the menu.

Lack of level design is a feature with those games and expecting them to improve on that any time soon is a waste of time. It's a lost cause. Take the game for what it is or don't play it because they'll likely never change course.
 

Jezal_k23

Guest
Level design quality is the area where Eternal suffered the biggest losses in comparison to 2016. While 2016 level design was not interesting overall, it featured a few highlights like the Foundry or Argent Facility. Meanwhile Eternal is just linear and boring. They did make the arenas fun, but the level design is just so stupid.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,593
Writing was better in Doom 2016 as well. Not that it matters in a game like this but it's still annoying.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,130
:shredder:

DLC is real good. This is pretty fucking hard even on Ultra Violence. For reference, I didn't have too much trouble beating the base game on nightmare, though it was a good challenge. I can imagine Ancient Gods being above the majority of people's skill level, on anything beyond normal at least. Good. Didn't expect such incline with Eternal, and the DLC continues that trend. Maybe there is hope for AAA games afterall.

Fuck 2016. It's merely good for what it is. Eternal is better in almost every way. An actual worthy modern FPS.
 

Jezal_k23

Guest
I do think Eternal is a good FPS. I never even disputed that. I just don't like the level design. How is it not a downgrade from 2016?

It's just arena -> platforming -> arena -> platforming repeated forever, with barely any exploration other than the mostly pathetic secrets.

Doom 2016 at least had better secrets and a couple of more open ended levels.
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
:shredder:

DLC is real good. This is pretty fucking hard even on Ultra Violence. For reference, I didn't have too much trouble beating the base game on nightmare, though it was a good challenge. I can imagine Ancient Gods being above the majority of people's skill level, on anything beyond normal at least. Good. Didn't expect such incline with Eternal, and the DLC continues that trend. Maybe there is hope for AAA games afterall.

Fuck 2016. It's merely good for what it is. Eternal is better in almost every way. An actual worthy modern FPS.

The Level Design is worse in Eternal but they really fucking nailed the combat. Best action game of the year bar none.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,130
Consoles. Reloading is anathema for them, too much of an hassle to hit the back button and navigate to the menu.

People will never stop being dense on this topic.

You must not be familiar with the concept of consequences for failure, a.k.a game design 101. If you fail, you lose some health. If already low health or you fail too much, you die and then have to load and lose some progress back to the checkpoint, because you're shit and need to get good. The idea is you pass multiple challenges without micro-managing save/load, because that breaks a series of specifically-designed challenges (picture it like an obstacle course or an endurance test) down into one challenge at a time, which is lame. It's the same as combat: take a bit of damage, you're not supposed to insta-reload. Ideally it's a series of challenges.
While the base game didn't offer platforming that truly utilized this fundamental game design concept because it's not too testing (but not rediculously easy either), the DLC does (in level 1 at least). The damage you take from platforming falls also scales with difficulty in eternal, which is great design. It's good to see platforming's consequences for failure handled more reasonably akin to any other challenge, as opposed to instant death. Teleporting the player back has been done before but pretty rare, to the point where in a game where you can save and load, you'd be a fool not to save often around platforming challenges, because the consequences can be so high (insta-death), but then as mentioned, this breaks up a series of challenges into micro-challenges you can safely tackle one at a time and face next to no consequences.

Anyhow, for those like me that wanted more open-ended level design I have to be the bearer of bad news: the level design has gone nearly full arena now and is more linear than ever before. However, it's well-designed linear. The game is blatantly trying to keep an intense pace in a never-ending dance of death (the wolf in the blood swamp makes this most obvious). Linear can be good if still engaging by other means, most notably high intensity challenge. In fact, linear is precisely how you make highly refined yet balanced challenge. You have much more design control. I have no issue with their goal here, but variety is good and I hope part 2 goes the complete opposite and is 90% open-ended to 10% arena/linearity more akin to OG doom. That's wishful thinking though.

Everyone needs to play this DLC on no less than Ultra violence. It offers a real challenge. I want to see the butthurt.
 
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Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
Also I still don't understand why failing a jumping puzzle chips away at your life, just reload the checkpoint or just respawn me at the beginning of it.
You can actually deploy the Chaingun Shield right before you fall into a bottomless pit so you take no damage at all.
 

abija

Prophet
Joined
May 21, 2011
Messages
3,364
Everyone needs to play this DLC on no less than Ultra violence. It offers a real challenge. I want to see the butthurt.

Everyone needs to beat X at the same difficulty I did or they SUCK! Obvious logical folloup is that if the game is too easy/ too hard for me designers SUCK.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,593
If they can't be manly enough to make you restart from a checkpoint they shouldn't bother with jumping puzzles. What's the fucking point if there's no penalty for failure? Easily among the most retarded aspects of the game.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,130
If they can't be manly enough to make you restart from a checkpoint they shouldn't bother with jumping puzzles. What's the fucking point if there's no penalty for failure? Easily among the most retarded aspects of the game.

There is penalty for failure: loss of health that scales with difficulty, and potential loss of progress with too many fails. And given that you will fall a lot in DE (don't bother denying it. It's not hardcore but it is challenging at times), it'd be total horsheshit to frequently rob the player of progress without giving the player the opportunity to at least learn from their mistake and try again beforehand. This is pretty much optimal design as far as fair consequences for failure are concerned: it makes platforming equivalent to how any other attrition challenge plays out (combat, environmental hazards). You lose some health, as opposed to insta death. It's not realistic, but needless to say realism does not necessarily equate to good game design.

abija said:
Everyone needs to beat X at the same difficulty I did or they suck!

I haven't beaten the DLC yet. And also may pussy out from doing it on nightmare. Maybe.

But sure, this is basically designed for vets and any that can't beat it on UV then yes, they suck. UV has always been the "vets standard" difficulty for doom.

I do think Eternal is a good FPS. I never even disputed that. I just don't like the level design. How is it not a downgrade from 2016?

It's better than 2016

Yes, 2016 was more open than Eternal in like two levels. And this was good. However it was otherwise pretty damn easy (eternal base game isn't massive incline by comparison but the level design demands slightly more skill, with frequent environmental hazards around, platforming more testing and involved than 2016, and more overall gameplay variety). 2016 was too afraid to challenge the player via its level design, and too afraid to be creative. Looking back on it there were some memorable moments and it's certainly not *bad*, but it's mostly all mishmashes into a blur of tech bases with the occasional outside area. Like Quake 2 I guess. also mishmashes into lots of basic and easier platforming. People seem to forget 2016 had a lot, it was OK, but DE does it better. 2016 levels were also pretty bland and repetitive visually. In Eternal each level is vastly different thematically. Doom Eternal also has more puzzle elements in its level design to keep things fresh, even if basic.
Throw in DE's various expansions to platforming mechanics (climbing, double dash, monkey bars) and they're just more engaging to navigate. Of course I wished both games would open up way more but there are benefits to linearity (tightly controlled design).
I'll give 2016 minor points for being slightly more open in very few instances, but everything else is better in Eternal. Bear in mind I rate D2016 level design 7/10 and eternal level design 8.25/10. I don't think it's massively better, though it comes close. Make it more open. Have even more testing level design, slightly less arenas and more letting the player tackle things on their own terms....
 
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Joined
Mar 18, 2009
Messages
7,667
I've had more accidental falls when dodging enemies in Eternal than during platforming bits. If they were all instant deaths it would pretty damn annoying.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,130
Calling platforming "jumping puzzles" highlights exactly how this line of thinking is wrong. It's not supposed to be a puzzle you figure out, platforming is supposed to be a skill and endurance test (with some thinking involved, of course). It's way more engaging this way. In games like Half-life, they do play out like puzzles, with the player saving, standing there and studying the "puzzle", and then giving it a go and reloading if fail. In actual platformers they're more often handled on the fly with reflexive responses and precision more like how combat plays out: you deal with it at a fast pace and as it comes, at least first time around. And you deal with it like a series of challenges with lots of jumps with no opportunity to stop and save. If you die, then you may have to stop and give it more thought. Of course it gets even better when you throw combat in the mix so you're jumping and bashing/shooting enemies simultaneously, which DE does frequently.

I've had more accidental falls when dodging enemies in Eternal than during platforming bits.

Plenty arenas in DE have fire pits and such, and its great. But the arenas also feature platforming (jump over fire pits to escape demons, get some air time to get a good view of the arena and rain down hell on them etc). there is always "platforming bits", 90% of arenas are built around platforming, it never stops. It's part of what makes the game so engaging considering it's an arena shooter at its core (which are usually bland and repetitive as fuck).
 
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Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,593
I'm sorry, but i'm not fucking buying it.

Level design in both nuDoom games is fucking shit. End of story. Muh sophisticated puzzles lmao.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,130
Muh sophisticated puzzles lmao.

This was never said. The puzzles are basic as hell, but they add variety. The rare puzzle elements in OG doom were the same - basic but still meaningful variety.

Level design in both nuDoom games is fucking shit

Fake news. You have to analyse it for what it is. It's an arena shooter, not an old school idtech/build engine masterclass of level design. In its respective style of design, it's top class. Many SP arena shooters don't have much of anything resembling level design at all. It's just a big circle filled with waves of enemies.
I wish it were like doom, quake and nukem 3D. OR even better, a 70/30 mix (70% classic FPS gold standard, 30% DE standard arena shooter). It's not, it's an arena shooter with minor exploration and platforming segments. Top of its class as an arena shooter though. If there's a better arena shooter I want to hear it.
 
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Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
It's not like their "combat chess" has airtight rules, there's always a room for a new tool.
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
A stand-alone expansion pack that adds zero new weapons? lame.

Not really, not for a game like this, where every weapon has its own niche. Putting more weapons just increases the amount of redundancy.
That is also why they took out the fully functional Pistol right before release, which you can still get through console commands. It was probably a hard decision too. making weapons is not cheap.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,130
Replace the chaingun. Primary fire is no better nor different functionally than heavy assault gun. Rapid mod is good but the weapon looks, sounds and feels ugly. Barrier is good but it also slows you down. I never use it personally. The DLC has given me a new love for the heavy assault rifle and its precision shot.

Well, it doesn't need replacing. Just start over from scratch and make it an actually badass gun. Chaingun sucked in 2016 too. Even Doom 3 had a better chaingun. That screenshake and fire sound :salute:
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
Replace the chaingun. Primary fire is no better than heavy assault gun. Rapid mod is good but the weapon looks, sounds and feels ugly. Barrier is good but it also slows you down. I never use it personally. The DLC has given me a new love for the heavy assault rifle and its precision shot.

My theory is the following. The Heavy Assault Rifle has and always will be the classic Doom incarnation of the Chaingun but since the Chaingun has always been more of an SMG from a gameplay POV, the looks of the gun didn't match its power. This isn't a problem in Classic because you only see part of the gun. You can't do that in a modern game because it would look weird.. However, taking the Chaingun out would make people sperg out of control.
 

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