Who needs human-human communication when you have dragon-on-dragon communication?
*wink* *wink* *nudge* *nudge*?
BROS WE HAVE TOTAL FAGGAGE HERE OLLOLLOLLOL ARGUING ABOUT POPAMOLE THEN ARGUING ABOUT OLDER FPS GAMES
Except the gameplay of Q2 is full popamole. The cover isn't sticky, but other than that popping in and out and taking potshots at slow, retarded foes works for 90% of the game with almost negligible risk of taking damage. 90% of the remaining time, you either run away to find appropriate spot to use the above tactics, or rush back and forth with SSG (and if you do it right even dedicated melee enemies won't be able to deal damage toe-to-toe because SSG dishes out a metric fuckload of hurt with each shot).
The rest of the time you have CG, BFG and stash of powerups to fall back on.
The problem with Q2 is that most enemies won't even get to shoot at you. And I don't mean this in a tactical shooter sense of "if you get shot you'll die, use carefully thought out tactics to not get shot at", I mean it in a sense of "if you're not a vegetable, you will rarely get shot at, let alone hit, and then you have a lot of health".
Seriously, it takes about 2-5s for an Enforcer or gunner to *prepare* for dishing out damage - you need about as much time to dispatch two enforcers (or one gunner) with SSG including the time necessary to get into point-blank range. Anything harder? You kill what you can and fall back to popamole tactics enabled by dense indoor environments.
And no, I'm not speaking out of my ass - I took my time to test it yesterday, launched Q2 on hard and only got my (totally rusty because I haven't played Q2 since I dont know when) ass killed towards the end of unit 2 because I got a bit tired, bored and therefore careless.
BROS IN QUAKE 2 IT WAS FUN TO SHOOT SHIT IT
Well, no, not really, unless you mean in the sense of "watching shit die" - I admit that death anims are pretty elaborate and well made, especially in connection with damage skins.
BROS ALSO DRAQ I THINK YOU ARE A TOTAL BRO BUT WHENEVER SOMEONE USES BUTHURT IN A POST I IMAGINE A 12 YEAR OD 300 POUND KID STROKING HIS COCK WHILE FIPPING BACK AND FORTH FROM THE CODEX TO CHICKSWITHDICKS.COM
Whatever rocks your boat, I guess.
the only true spiritual sequel to Doom 1
No. You take that back.
You have another candidate in mind?
Doom 2? :cptobvious:
Hell, even Quake - both are hi-tech + supernatural evil, except Doom's supernatural evil consists of somewhat corny demons from hell, while Quake's is more lovecraftian.
Quake 2 is closely related to Doom series, as it shares majority of Doom 2's weapons, and it has Doom 1's confined level design. Notably, BFG and double shotgun were the non-typical FPS weapons of the time which were found in both Doom and Quake series.
DBS is hardly non-typical if there are few early FPS games without it.
BFG is a member of broadly defined superweapon class.
Anyway, common between D2, Q1 and Q2:
SG, SSG, RL
Q1 and Q2 only:
GL
Q2 and D2 only:
BFG, CG
Q1 and D2 only:
-
Unique:
Axe, CS, punch, blaster, pistol, RG, NG, SNG, PG, MG, Thunderbolt
NG can be consider functional equivalent of MG, though, despite being non-hitscan, same with CG and SNG, with Q1 SNG and Doom's CG being more similar to each other than to Q2's CG in terms of usage.
I find it interesting that people can call a dense indoor design "popamole", yet have nothing bad to say about its complete opposite - the level design of Serious Sam, which mostly amounts to placing player into large boxes and surrounding him with enemies, at which point the game plays more like Asteroids than anything else.
I'm merely stating the fact - if you pop in and out of cover to take potshots at defenceless retards it's popamole. Does it really matter if cover is sticky or if it switches game to TPP?
Hell Q2 is more popamole in terms of gameplay than DX3 with full (ab)use of cover system.
I find dense indoor designs very interesting, as long as they're not overloaded with derpy puzzles (see Prey for that). This is where enemy placement starts to matter, although to be fair, Doom did have more diverse enemies, and their placement mattered more.
Q2 actually has pretty good enemy placement, the problem is that they are too retarded and slow for it to actually matter.
And dense indoor environments can be interesting, but won't be if you're just running around rooms full of crates,
ad nauseam.
Layout in Q2 wasn't bad, but everything looked almost the same no matter what it was supposed to be.
I LOVED Doom1's level design, and I liked Quake2's levels for similar reasons. They actually had walls and twisty corridors and levers and stairs...
Except Doom's levels were much more diverse and memorable.
While Doom levels had names, they resembled no real locations, Quake 2 was one of the first FPS which actually had environments which looked cohesive with their purpose, sufficiently sci-fi/alienesque, instead of being a loose abstraction.
Well, not really. First, you have Build engine games. Second, you have Strife. Third, you have Hexen 2. Fourth, if dungeon-crawl like counts as cohesion, you have Hexen 1.
There's also something to be said for things that the game DIDN'T DO. It didn't have monsters spawning out of thin air behind your back.
It did, as early as level 1. Ok, maybe not behind your back, but if you go to the first outdoor area in first map (the one with water) and clear the doorway ambush (I went through the breakable window and water to be precise), then backtrack for the flak jacket, and go to this area through the cracked floor then use the water path again, the enemies will have respawned.
Also, Q2 may not have enemies spawning behind you to attack you (although I'm not sure), it does have enemies breaking through the walls behind you to attack you (comm center), which works effectively the same.
It didn't overuse darkness.
It did, and you didn't even have flashlight, you had to fire your blaster around like a retard to see anything in dark areas.