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

Lutte

Dumbfuck!
Dumbfuck
Joined
Aug 24, 2017
Messages
1,991
Location
DU's mom
The combat system some praise here is like taking a MMORPG DPS class rotation and turning it into a real time thing. It's not anywhere near as innovative as you think, and it's certainly as unfunny as playing dps classes in MMO after a while. They shouldn't have doubled down on things like trying to make glory kills useful, they should have removed them from the game altogether.

but in Eternal it plays a more active role in that the player can generate it with the flamethrower as a temporary buffer to volatile health

What really happens in practice is that if you're playing on a more difficult mode where you take some damage you will inevitably just press all the things on cooldown and it devolves not as a side tool to use once in a while but into the sequence of key you memorize and press like in MMORPGs, while the weapon switching based on enemy type isn't that different from things like elemental weaknesses to exploit.

This game is a mishmash of random ideas and genre, lacks serious moddabliity or good multiplayer and will not leave a mark. It's the end of id software.

When it comes to AAA shooters, it's actually the best one in at least a decade if not more.

Doom being "the best of AAA" is like winning the special olympics. You're number one, but number one of the pathetic lot.
 
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Blutwurstritter

Learned
Joined
Sep 18, 2021
Messages
902
Location
Germany
The optional battles in the second DLC were pretty good. The new enemy types also worked well. I would also say its a harder than the base game but a bit easier than the first DLC regarding the non optional content. The only thing that stood out negatively was the boss. That was some lame shit. I have no idea why they made 3 "stages" when every stage is pretty much the same. All in all a pretty dull, repetitive encounter. Besides that, I would recommend the DLC if you liked the base game and the first DLC.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,978
If you liked 2016 you'll probably like it. I couldn't stand 2016, but I still had a good time with eternal. I have later been told that 2016 eventually gets as good as eternal but it takes a lot of hours to get there.

Game is more boring in first few maps because you only have a shitty selection of weapons. But I don't think it ever becomes as good as Eternal. It does have better visuals though.

Better levels too, though it's nothing to write home about in that respect.
 
Joined
Mar 18, 2009
Messages
7,388
Game is more boring in first few maps because you only have a shitty selection of weapons. But I don't think it ever becomes as good as Eternal. It does have better visuals though.

Better levels too, though it's nothing to write home about in that respect.

Yeah I didn't bother mentioning levels because they are better only in that they are actual levels and not just a bunch of arenas connected together by platforming sections. It's not like you would recommend that game to anyone for its level design.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,978
Real levels instead of that platforming nonsense would have been such a better solution to provide some winding down time in between arenas but this is a lost cause nu-devs gonna nu-dev.
 
Joined
Apr 5, 2013
Messages
2,437
Any strategy how to beat Holt Slayer's Gate?

I'm completely stuck, too much shit is going on there - 2 Archviles, 2 Blood Maykers, 2 Doom Hunters and possessed Marauder... and it is a nerfed version! Pre-patched had 3 Archviles, 3 Blood Maykers and yet another Marauder WTF?
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,943
Location
The Swamp
Any strategy how to beat Holt Slayer's Gate?

I'm completely stuck, too much shit is going on there - 2 Archviles, 2 Blood Maykers, 2 Doom Hunters and possessed Marauder... and it is a nerfed version! Pre-patched had 3 Archviles, 3 Blood Maykers and yet another Marauder WTF?
Is that the order in which they appear? Always make a beeline towards Archviles and prioritize them over everything else (except for a cursed prowler). I like to immediately hit them with a frost bomb and then unload everything I've got on them.

Blood Maykrs are easy. Just a couple of headshots with the ballista or cannon with sniper mod.

Doom Hunters are also pretty easy once you know what to do. A frost bomb then blood punch while frozen will usually destroy the bottom part of them. Then lock-on with rocket launcher to finish.

For a possessed Marauder, just make sure to stay ahead of it. Use the super shotgun - ballista quick-swap combo, but make sure you have enough plasma ammo to kill the Spirit with the microwave beam as soon as the Marauder goes down.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,751
Game is more boring in first few maps because you only have a shitty selection of weapons. But I don't think it ever becomes as good as Eternal. It does have better visuals though.

Better levels too, though it's nothing to write home about in that respect.

Yeah I didn't bother mentioning levels because they are better only in that they are actual levels and not just a bunch of arenas connected together by platforming sections. It's not like you would recommend that game to anyone for its level design.
? 2016 level design I would call a bunch of arenas connected together by a linear hallway, which is even worse in my opinion. there is only like two levels and one or two sub-sections that actually break this convention. If the whole game was like that, I would value 2016. But it's mostly just an OK Doom Eternal prototype with nothing on Classic Doom/90s FPS too.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,978
I distinctly remember 2016 level design to be better. Not just in terms of complexity, but also in the feel you were roaming around real places, where as Eternal had too much of a "theme park" feel to it. I also liked the visuals and tone of 2016 better. Darker, more realistic, where as Eternal was a bit too pastel for my tastes. Lastly, i liked it more in 2016 that the space between arenas was filled with nothing, since it gave you an opportunity to savor the atmosphere, where as in Eternal if you weren't fighting you were jumping around like Spider Man which just felt stupid IMHO.

Eternal did arenas better thought, and you could argue level design for those sections was superior, in terms of layout, enemy spawn points etc. I certainly remember a lot of "Dark Souls" moments where the enviorment is actually fighting against you, where as arena design in 2016 almost had a deathmatch map feel to it.

BTW, one of the things that hurt both games for me is the shitty sound design. This is an aspect that barely gets mentioned but is one of those cases where technological progress gets in the way of functionality. In original Doom, you could pinpoint any enemy from any direction just from the distinct sound they made. On both nu-Doom games, you could get stomped to death by a baron or a pinky at point blank range and you wouldn't hear a peep because the mighty "dynamic" sound system was too busy channeling the noises of the imps 50 yards away from you. I found it to be absolutely maddening at points. Maybe it's because i just have a pair of speakers on my desktop and the sound system is made for multichannel surround systems or something but even then how hard can it be to just make sure what's closest to you is actually loudest at all times.

Ho, the same sort of applies to the music as well. Not that i'm into djent or anything but i couldn't even tell you if i liked the music in either game since every time it seemed like it got going it just stopped because again everything has to be fancy and "dynamic" and shit. Just play the fucking track and let me hear it stop being too "sophisticated" for your own good, faggot programmers.
 
Last edited:

KVVRR

Learned
Joined
Apr 28, 2020
Messages
618
BTW, one of the things that hurt both games for me is the shitty sound design. This is an aspect that barely gets mentioned but is one of those cases where technological progress gets in the way of functionality. In original Doom, you could pinpoint any enemy from any direction just from the distinct sound they made. On both nu-Doom games, you could get stomped to death by a baron or a pinky at point blank range and you wouldn't hear a peep because the mighty "dynamic" sound system was too busy channeling the noises of the imps 50 yards away from you.
Usually just using a pair of good headphones fixes this issue, speakers can have good quality but usually aren't that good at giving you dynamic sound in vidya unless you have a whole setup made for it. I can't remember really having that problem with Eternal so it might've just been that.

Agreed on the dynamic music though. It's a cool trick and can make for some good moments but damn, some of these songs are just really fucking good as they are. Just let them play on an arena fully, it's not like you're doing anything BUT fight in them.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,978
It's all the more annoying because arenas aren't just one long fight, there's luls and respawns and shit so the music keeps coming and going even in the middle of a fight.
 
Joined
Apr 5, 2013
Messages
2,437
Any strategy how to beat Holt Slayer's Gate?

I'm completely stuck, too much shit is going on there - 2 Archviles, 2 Blood Maykers, 2 Doom Hunters and possessed Marauder... and it is a nerfed version! Pre-patched had 3 Archviles, 3 Blood Maykers and yet another Marauder WTF?
Is that the order in which they appear? Always make a beeline towards Archviles and prioritize them over everything else (except for a cursed prowler). I like to immediately hit them with a frost bomb and then unload everything I've got on them.

Blood Maykrs are easy. Just a couple of headshots with the ballista or cannon with sniper mod.

Doom Hunters are also pretty easy once you know what to do. A frost bomb then blood punch while frozen will usually destroy the bottom part of them. Then lock-on with rocket launcher to finish.

For a possessed Marauder, just make sure to stay ahead of it. Use the super shotgun - ballista quick-swap combo, but make sure you have enough plasma ammo to kill the Spirit with the microwave beam as soon as the Marauder goes down.

Heh, that exactly tactics I'm using, the problem is too much shit at same time being thrown at player. I'm playing on Ultra-Violence and this is the first time I consider lowering difficulty to Hurt Me Plenty.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,943
Location
The Swamp
Any strategy how to beat Holt Slayer's Gate?

I'm completely stuck, too much shit is going on there - 2 Archviles, 2 Blood Maykers, 2 Doom Hunters and possessed Marauder... and it is a nerfed version! Pre-patched had 3 Archviles, 3 Blood Maykers and yet another Marauder WTF?
Is that the order in which they appear? Always make a beeline towards Archviles and prioritize them over everything else (except for a cursed prowler). I like to immediately hit them with a frost bomb and then unload everything I've got on them.

Blood Maykrs are easy. Just a couple of headshots with the ballista or cannon with sniper mod.

Doom Hunters are also pretty easy once you know what to do. A frost bomb then blood punch while frozen will usually destroy the bottom part of them. Then lock-on with rocket launcher to finish.

For a possessed Marauder, just make sure to stay ahead of it. Use the super shotgun - ballista quick-swap combo, but make sure you have enough plasma ammo to kill the Spirit with the microwave beam as soon as the Marauder goes down.

Heh, that exactly tactics I'm using, the problem is too much shit at same time being thrown at player. I'm playing on Ultra-Violence and this is the first time I consider lowering difficulty to Hurt Me Plenty.
I finished both expansions on Ultra-Violence. The only encounters that really frustrated me were some of the bosses. Make sure you collect all the extra lives.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,068
BTW, one of the things that hurt both games for me is the shitty sound design. This is an aspect that barely gets mentioned but is one of those cases where technological progress gets in the way of functionality. In original Doom, you could pinpoint any enemy from any direction just from the distinct sound they made. On both nu-Doom games, you could get stomped to death by a baron or a pinky at point blank range and you wouldn't hear a peep because the mighty "dynamic" sound system was too busy channeling the noises of the imps 50 yards away from you. I found it to be absolutely maddening at points. Maybe it's because i just have a pair of speakers on my desktop and the sound system is made for multichannel surround systems or something but even then how hard can it be to just make sure what's closest to you is actually loudest at all times.
Indeed, new Doom sound design is probably the worst one I've ever experienced in a video game, precisely because of the said shit.
 
Joined
Apr 5, 2013
Messages
2,437
Any strategy how to beat Holt Slayer's Gate?

I'm completely stuck, too much shit is going on there - 2 Archviles, 2 Blood Maykers, 2 Doom Hunters and possessed Marauder... and it is a nerfed version! Pre-patched had 3 Archviles, 3 Blood Maykers and yet another Marauder WTF?
Is that the order in which they appear? Always make a beeline towards Archviles and prioritize them over everything else (except for a cursed prowler). I like to immediately hit them with a frost bomb and then unload everything I've got on them.

Blood Maykrs are easy. Just a couple of headshots with the ballista or cannon with sniper mod.

Doom Hunters are also pretty easy once you know what to do. A frost bomb then blood punch while frozen will usually destroy the bottom part of them. Then lock-on with rocket launcher to finish.

For a possessed Marauder, just make sure to stay ahead of it. Use the super shotgun - ballista quick-swap combo, but make sure you have enough plasma ammo to kill the Spirit with the microwave beam as soon as the Marauder goes down.

Heh, that exactly tactics I'm using, the problem is too much shit at same time being thrown at player. I'm playing on Ultra-Violence and this is the first time I consider lowering difficulty to Hurt Me Plenty.
I finished both expansions on Ultra-Violence. The only encounters that really frustrated me were some of the bosses. Make sure you collect all the extra lives.


I had no extra life nor BFG ammo : / But I started Holt Slayer's Gate on HMP and beat it on a first try in like 5 minutes lol.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
5,655
This game's art direction is ugly, the UI is a mess, the music is ugly too, there's too much to unlock, too many screens, and I'm probably never gonna finish it.
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
15,937
Location
Dutchland
just realized DOOM backwards spells MOOD
EO77tfoX0AYPWbB
 

HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,487
As much fun as I had with this game, it has rather low replay value. I bought it on sale with season pass when TAG1 was released, played through main game and TAG1, and thought I would play TAG2 as soon as it's out, for sure. Nope. Two years later, and I still don't feel like playing it again. It's staring me in the face every time I check my list to decide what game to play next. Yet I keep going back to old Doom instead to play custom maps.
My problem with Eternal is that combat tends to play the same way across the majority of the game. There are many enemies in old Doom that can change the flow a fight. Revenants -> completely change the way you have to move around the arena. Roaming Archviles -> have to stay near cover and wait for opportunities to attack. Archvile turrets -> area denial. Cyberdemon -> infighting galore. Pain Elementals -> holy shit. Chaingunners -> have to break line of sight to avoid hitscan. And so on, plus various, evil combinations of them.
In Eternal, most fights play out the same way. You hop around the arena like a gorilla to dodge everything, farm the infinitely respawning fodder enemies for resources, then quickswap between your strongest weapons to kill the big enemies. Whether you are fighting Hell Knights, Barons, Mancubuses, or even Tyrants, doesn't matter much. It's fun. But once you've mastered this dance, there's hardly anything that will surprise you. The only enemy that breaks this pattern a bit is the Marauder. That's how I remember my playthrough, at least. Quickswapping is also something I like in principle, but it gets a bit too spastic and reduces the weapons to their damage values. You don't have to do it, but it's too big of an advantage not to do it.
 

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