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Yeah, TR1 was good because it was first and got no issues like sequel. TR2 is too long for my taste... part on the ship was boring.
And human enemies, especially balaclava goons, walking tanks.
TR3 was better and addon was cherry on the top. TR4...obviously.
And Chronicles is more thank ok, if you're fed off with TR then there comes lower score.
Maybe I can try Angel of Darkness? Seems like it have some problems here and here (cool story but awkward control) but maybe it's just wearing out of TR? I played bunch of "unplayable without pad" games like Dork Suls and Alpha Brotocol so I can give it a shot.
MotherMachinae
You want to delve into TR fan levels and campaigns if you want more of classic TR. Judging by how many there are out there, you can add it to the list of things that can suck someone's free time for couple of years...
And Angel of Darkness is indeed worthy of its "reputation" and beyond saving despite having some p vocal apologists. It's sort of like Daikatana in that respect, you'll see a lot of people claiming how it is underrated and unique, but once you start playing it you realize that it is just as bad as you remember even with recent fan patches and fixes.
I played Tomb Raider 1 for the first time a month ago, really enjoyed it. currently playing TR2, and I think it is better overall so far. Loved the Venice levels.
The first thing I always look for in Doom wad screenshots is whether they contain blatant violations of originals geometrical restrictions - room over room, sloped sectors, etc.
The first thing I always look for in Doom wad screenshots is whether they contain blatant violations of originals geometrical restrictions - room over room, sloped sectors, etc.
You speak of different things, one them being connected to core gameplay.
Anyways, they don't even have to try, you know. Not anymore. Creating slopes is as easy as selecting a linedef and editing its properties with a couple of clicks, and 3D sectors aren't much harder; hell, for years now we even have a handy GZDoom Builder plug-in that allows for creation and handling of basic 3D floors with utmost ease. You even have ridiculously easy tricks for creating illusion of rooms over rooms, such as giving teleport properties to two linedefs (only effort here is one necessary for the maximally smooth transition).
Everyone can create a Doom map these days, including one that taps into some of (G)Zdoom's potential.
DraQ
Wad from which those screenshots originate is a Boom compatible affair. Thus, core limitations of vanilla's geometry remain.
I simply don't consider them genuine DOOM. If you don't want to play along DOOM's limitations, you should use a more modern engine instead of trying to score cheap hipster points.
Another game, which I've never finished completed.
I love those descriptions, of course Wolfenstein was first with this but nevertheless. You can feel the 90's just by this.
ROTT is really peculiar game. Made by Apogee, with fallen from ID Software grace Tom Hall as the lead designer. First thing that you quickly realize that it's much simpler when it comes to level building and it's like a clone of already mentioned Wolfie. Although I don't care much about the plot, even the militaristic enemies tend to be a dead give away about inspiration.
First thing - weapons. The double pistols have great sound effect, with unlimited ammo it's fun to play first person John Woo inspired game. But when you grab the machine gun you basically left with two weapons. Another one is some kind of bazooka, and later on it can be replaced by heatseeker launcher and a couple of others. My favourite is the Firebomb which shakes the screen and you need to be careful while aiming because of the blast and his little cousing Flamewall which turns people into skeletons with that funny cartoony sound. Plus there are some magical staffs to grab in 4th episode. The biggest letdown is that you can have only one missile weapon. Probably for balance reasons.
The best ones are the last. Dog mode which turns us into a vicious immortal for some time. And God mode, oh wow ! Doom has nothing on it. It's like we are killing with our hand of God with the balls of energy moving from each foe and cleaning all rooms in a couple of seconds. Great work on that. There is bouncing mode which makes us feel like a ball inside pinball machine and shrooms mode that makes impossible for us to fight effectively for some time.
The safe locations from Wolf3d are gone. Now we have platform, jumping pad, killer flame spots, and moving sharp columns that can aid us in our quest too by killing unaware soldiers. Plus switches, triggering floor tiles and keys. Some of those maps were really tough to beat, considering the size of them and knowing where to go for the new opening.
Enemies. Well, I must say it's the most uninspired element of the whole game. They are too easy and you can snipe them from a distance with no problems. It can be troublesome when they are in big packs in smaller rooms but that's where you use your skills. Blowing them with the rockets and seeing eyes, gibs and hand with "fuck you" finger in your face is fun. There isn't any variety in their behaviour, except the ones that are begging sometimes when you want to make a final shot. They will stand up after some time, so don't listen to them. Later on the white suited foes will appear as dead on the floors but once you are near them they will shout "drop it" and you must quickly drop them or just shoot right after you see them. Proto-Unreal mechanic right there.
Robots which are included later on, are more troublesome and can be killed only by missiles. And not all of them, so be warned.
Everything would be fine but
THE MONKS
The whole episode 4, it's a nightmare inducing pain. They are all in robes, but it felt to me they are all have titan bones. They are bullet sponging monsters from hell. And there are rooms filled with them, hidden rooms that even have them more. And they all have powerful magic attacks. Here is the EP 4 in a nutshell:
It kills most of the fun that I had with this game. But there is even something more horrifying than this.
[More in the spoilers]
The game becomes extremely difficult even in navigating through without any enemies. Those stones move really fast!
First boss fight. There are bazookas everywhere so it's really hard to fail.
Sometimes we manage to turn on the switch just in right moment... Here are the soldiers killed by deadly fire shots.
A second boss. Which is a fat guy wearing pink trousers sitting on a wheelchair and shooting rockets at us. He killed me at first because I couldn't stop laughing.
You can be a God even for a half of minute. It simply rocks. We see the energy beam disposing of another enemy, the one next to him will never know what hit him.
Third boss - NME robot. It's horrifying how much he can takes. I thought it was all over after that but NO.
The most horrifying of them all. The one and only El Oscuro digitalized from one and only Tom Hall. After shooting at him for minutes I figured something must be wrong. He should vaporize already after all those direct hits. But apparently you need to dodge and just wait until he looses all his powers. And then like Conan you must kill the Thulsa Doom Snake, which has a deadly maggots inside. If you miss one of them then you will see a bad ending.
I simply don't consider them genuine DOOM. If you don't want to play along DOOM's limitations, you should use a more modern engine instead of trying to score cheap hipster points.
Well, if you're using GZDoom then you are using a more modern engine. I don't see any other developers as of late trying to create anything that is not only inspired by the gameplay of Doom but also brings along the versatility and ease-of-use. You could argue that the modders should just program one themselves, even though that goes against the point of a level editor being easy to mess around with.