#the-future
1 messages · Page 9 of 1
Suit upgrades, weapon mods, choosing your health/shields/ammo

Upgrades are a very basic concept in first person shooters. Only rpg-like in the loosest sense possible.
you are constantly upgrading yourself and choosing pathways on a play-style u enjoy
If you want to use the word rpg that vaguely then it could be applied to pretty much all games
sure but how many single player games actually have u upgrade weapons.
Destiny? Borderlands? etc. Those are shooters with RPG mechanics
i didnt call doom an rpg. i said it had RPG mechanics
Pretty redundant to point out imo. “Rpg mechanics” can be found in so many non rpg games.
Ya thats why its called rpg mechanics
Doom is not in the rpg genre. It just uses stuff from them.
Cod rpg mechanics going crazy
I can choose to play with a automatic or a shotgun the entire game much choices
Rpg is a very vague word for a genre honestly most games have you roleplay in some capacity.
Anyways on the topic of runes they’re very meh in NuDoom
There’s like 1-2 essentials and then the rest are very forgettable
but ur not put into a Role-play setting where the story/single player is giving you that choice
you are playing an Arena mp shooter grinding kills and unlocking attatchments/guns
I can still roleplay however limited my options are
its not an RPg. but it does have rpg mechanics
Which is my point
which is what i said about doom
that was my point too so what r u arguing for
Because it’s fun
reading is fun
If your definition of good secrets is having to press the space bar while looking at walls I have no words 😬
Did i say that that is good secret design?
You implied that Doom 93's secrets were better than eternal's secrets
Which I disagree with
I'm pretty sure in none of my messages i have said that OG doom had better secrets
Just that in eternal they are fairly sucky
Eternal’s level design is very “follow a linear path; sometimes there’s a small room or something off to the side with a secret”
Old Doom and also Doom 2016 have levels where there’s a bigger space to navigate with a set of objectives and secrets to find. It’s a much more organic structure.
Instead of following a fixed path, you should have an environment to explore where sections connect in interesting ways and there’s generally more than one way to get somewhere
i mean the only reason id say old games had this system because there wasnt an importance for enemy placement
Not to mention a “self-awareness” that the player won’t find where they are going. As new as shooters were, the devs didnt need to think abt these kinds of things as we do today.
which is somethin Doom 2 levels can feel like
taking Wolfenstein’s ways of secrets where u had to just get lucky the wall u randomly space bar’d was a secret
Doom Eternal level structure is just weak imo. Arenas are too samey and there’s no reason to not just make a beeline towards the next big arena. Also old Doom absolutely takes enemy placements seriously. The encounters are often simple but they do an excellent job of making the environment and enemies work together to pressure the player to make quick decisions and keep moving without getting overly repetitive
Doom 2016 does a really good job of making secrets interesting without having you check random walls for hidden doors. There’s lots of little platforms at the edge of a space where players need to think about how to get there and clearly visible doors just far enough into the shadows or off the critical path that only players who are paying attention will notice
Fantastic point molly
Mostly disagree
I think they could have gone the extra mile to make secrets just a little more interesting to acquire, but overall I do vastly prefer Eternals approach to levels
Base game is very well paced with arenas and maps having unique layouts, gimmicks, and enemies that take advantage of the layout of said arenas
And while this is probably a controversial take I do like that Eternal introduced more in depth platforming
It’s very simple but engaging. Gives you some time to take a breath while also giving you something to do. Prefer it to the janky mess that was 2016 platforming or just walking down hallways filled with fodder.
I think this mostly boils down to what we value in doom though
Eternal hits the majority of the right spots for me with incredible combat, lots of verticality, the most interesting enemies in the series mechanics wise, and challenge.
I don’t hate platforming, but it’s no substitute for secret areas or placing traps to punish complacency or smaller fights that are tight and claustrophobic. Eternal’s massive fights aren’t so much bad as horribly overused imo. There’s no thought for shorter encounters that use tight spaces or damaging floor or enemies getting an ambush opportunity to get that lethality in a unique way.
I don’t particularly care about secret areas. Never been a draw for me and I’m not missing them. Little confused about your other point since Eternal does have its fair share of smaller encounters and traps. Tentacles that keep players on alert, admittedly sparse but still present environmental hazards like wall cannons, flames, and toxic/hot ground, and there are a fair share of smaller scale encounters that act as ambushes or surprises. Usually with a empowered demons appearing, or a group of pinkies charging at you in a tight space. You also have the optional gore nests which provide challenges that are usually very claustrophobic and high stress.
The smaller encounters that do exist in Eternal are usually very poorly designed and do more to annoy the player than pose any challenge
Most of them are serviceable, with some highlights and some stinkers. I like a few of them, like the floor collapsing under you once you get the chaingun to then be faced with a dread knight or that gore nest that puts you in a room full of specters which is a real oh shit moment.
But the arenas are the bread and butter of the experience here, and eternal just does them so damn well
Also I don’t count gore nests. Those are not-hidden secrets that are on a timer and give you a mastery point
They’re not integrated into the actual level
But they are. They’re not a “secret” but the encounters utilize the layout of the levels pretty well.
You’re not experiencing the entirety of what the level has to offer if you just skip them
If you mean that they don’t act as spontaneous ambushes then yeah you’re right
The arenas themselves are almost always nearly symmetrical with a big center area, some side channels, and occasionally 2 floors, with several waves one after another. Over and over again. That’s an okay arena type to use a few times in the game, but not half a dozen times per level. Hardly any arenas that are much longer one way than the other, or relying on one big wave then being done, or using traps well.
I mean that optional out-of-the-way fights with extremely little incentive to do them feel tacked on and don’t contribute much to the level
Most of the arenas I can recall do have unique features, hazards, and enemies that do set them apart however. The super gore nest’s main arena has a large swath of lava flowing through the middle punishing players who don’t time their jumps well or aren’t paying attention to their positioning, along with interior cover that protects from aerial attacks while having the downside of being very tight. Like hell almost all of the arenas in that level feel very distinct. Same goes for cultist base as well. A plethora of traps and environmental hazards are placed about in arenas or just throughout the level itself (some for the player some for the demons) that constantly keep you thinking about where you should be positioned and how to take advantage of the environment to make your life easier. I’m pretty tired and can’t really breakdown in depth every Doom eternal map because I’m not familiar enough with the game to do that, but for like 95% of my playthrough I didn’t notice that samey pattern you’re talking about.
The master levels honestly use the map layouts even better tbh, with more dense hordes of demons forcing you to traverse the full scope of the arena to stay alive.
I remember 2016 pretty well since I played it a ton years ago but I am planning on giving it another go very soon. Guess I’ll see if any of my thoughts have changed.
Lava at the bottom isn’t what I mean by trap. I’m referring to stuff that can be as dangerous as the enemies if not more so if you’re not careful.
I never referred to it as a trap lol
I’m honestly not a big fan of arena focused combat to begin with, and Eternal’s arena fights in particular always feel like they’re taking hours instead of minutes to me.
It’s just a unique hazard. Eternal is admittedly light on actual “traps”, with the wall cannons and tentacles being the only notable ones, but the maps have a lot of dynamic hazards that incentivize the positioning aspect of gameplay. Some improvements def could’ve been made, like those grapple points from TAG 2 or slightly more dynamic terrain, but I’m more than satisfied with what’s there.
And yeah I get it if it’s a matter of tastes
A lot of it is taste, yeah. Mostly I wish modern Doom had followed the path 2016 set of doing some new school stuff but never straying very far from the core of the first 2 games
Eternal is easily my favorite doom game atm but I would be down for seeing the series return to classic doom’s approach to level design and combat while improving on puzzles and secret hunting
Has quite a lot of potential to be truly amazing and not just pretty good like 2016 was (imo)
For best experience, try playing 2016 without runes and not mastering the SSG.
I think 2016 was largely balanced around playing without upgrades and then they added upgrades
Nope
That’s certainly how it plays at least
what goes on here?
pain
Pointless debates
too accurate
i think doomguy and the intern should kiss in the next doom game
Doomguy's too angry for romance
PPFFTT
Doom guy realistically would be focused on the demons rather than love
It’s doom is eternal not love is eternal cmon
I mean I think it was a joke
He had a family
but that was before the hell invasion tho
Yea wife and a kid
i like how we hear barely anything about them but we hear all the time about daisy
i know it’s because it was all he had left but it’s funny to think he loves his rabbit more than his wife and kids
To be fair the family thing was never mentioned or brought up till Eternal
Daisy was there from the beginning though
💪
TRUE
The demons fucked over doom guy and killed his pet rabbit daisy
And the demons never heard the end of it from there
Sure they do. When their ears cease to work from the lack of bloodflow from their no-longer-beating hearts
Daisy returns as a demon in the next doom game and Doomguy has to set her soul free
that'd be better than the anthro daisy some people drew
I’d like to see the next Doom do a bit more of having strengths and weaknesses for weapons that aren’t focused around dps. For example having the automatic weapons blow single fire out of the water for groups of little guys but not bigger enemies. As for differentiating the automatic weapons themselves, they could have things like the chaingun having the rev up time (and mods don’t let you sidestep it) but do much higher damage than the assault rifle. Now you have an automatic for when you have a good idea of when you’re about to open fire, and one for more surprise situations or in between whaling on the big boys. The plasma gun is trickier without resorting to ammo scarcity (which I still think should be a factor on some level), but maybe lean into it being a projectile weapon instead of hitscan and have the plasma shots travel fairly slowly so you need to lead your shots more with it.
Or have shield be a bit more of a factor to blow up, with plasma being the only one which blows them up
I want funny weapons. At least 1.
AKA
Doom 2016 Pistol
Doom 3 Flashlight.
Any others?
An actual pixelated classic doom 2 super shotgun
-Using daisy as a weapon where she goes mad and eats demons
-Doom guy’s returning brass Knuckle
You know I also wouldn't mind a proper game set in the Mighty Doom Universe.
I think maybe a Doom game inspired by the Earth Defense Force series, or by Dynasty Warriors in some capacity could have potential.
Just hundreds of demons at once you have to slaughter. As the ARC
Crucible sword? funniest weapon
E 10+ rated DOOM spinoff shooter.
Doom nerf guns
There's probably a wad for that
abort_m
Rumor: id Software is currently looking for a Senior Weapon/Prop Artist which will help them “set the visual bar for weapons, vehicles and industry-leading accessories” So monster trucks in Doom?
If they are putting vehicles in a new Doom game, i hope it isn't the main focus. FPS is always better. Maybe the Slayer battles massive demons inside the Atlan for some missions.
Hugo said the combat in the next id game would be like a monster truck or something like that though I doubt thats what this is about. Having vehicles in Doom sounds weird to me unless it is an Atlan mech like you said.
Fighting a Titan in one of those would be awesome
I’d imagine the vehicle thing is more about environmental design or maybe a setpiece
for me monster truck may mean destructible enviroments
It's quite vague so pulling a defenitive answer out of it is setting up easily breakable hopes.
Yeah it definitely has things it implies but there’s no telling what Hugo Martin did or didn’t mean from it
We already have "vehicle props" in the current doom games.
Doesnt mean you will drive around in them
All we can do is speculate. Doom 2016 was a skateboarder, Eternal was a ferarri. What does a monster truck do that the others don't? Crush shit
Maybe something along the lines of Red Faction.
It's toughness over strength
I would definitely like destructible environments if that’s where they go with it. It would add an interesting tactical wrinkle
new doom game when
When you turn 20
Being bigger, Badder, and fucking Beautiful
I think the only definite takeaway from Hugo’s description is less emphasis on speed. I’m all for that as I feel the tactical side of Doom was negatively impacted by the extreme speed of Eternal
id heavily doubt doom will ever go back to a "tactical"feel when every game on the market strives to be a tactical more patient game
A game of patience and hiding behind cover contradicts why Doom is so impactful right now as before for the Boomer Shooter genre. Its why we didnt get a sequal to doom 3 or a Doom 4-like game. These decisions to actually be creative than follow trends are why Doom has grown today.
and what i mean by ever go back i mean the only Doom game that actually has the player a bit slower paced with Modern Shooter influence. Doom 3
stuff like Reloading, Close corners, and more positioning movement is exactly what Modern Shooters are and becomes slowly less unique as we start to Expect these features. The reason Doom has grown because people who have been playing shooters or have been refused to play shooters because of this recycled formula are finally finding a game that breaks That mold.
That’s not what I meant by “tactical”. Doom has never really been that. I mean that Doom at its best is fast but also requires you to think critically about what to do and make key decisions.
That’s why I said “tactical side”
In particular Eternal is fast enough that it has to be really forgiving of sloppy play like missing lots of shots and using the same 2 weapons for everything because
- Chainsaw completely replenishes your ammo as many times as you need with practically no cost for doing so
- You can completely refill your health and armor in 1-2 fodder glory kills even if you were nearly dead. Being able to heal with glory kills is good, but that’s excessive.
slow moving, plow through everything
I think it's best not to think too hard on hugo's words
Yeah we don’t know what he meant exactly. I maintain that they’re almost certainly going to put less emphasis on speed though. Not only would that risk being too similar to Eternal (they really want each title to be its own thing) but Eternal had to make some significant tradeoffs to make that kind of speed playable
i mean i dont think they mean make every title their own thing
Eternal is just an improved version of 2016. What a sequal is
You can definitely go more "tactical" while keeping a lot of the speed
It's not like monster trucks are particularily slow either
I don’t think it should be slow, but Eternal is too fast. Also I strongly disagree with “Eternal is just an improved version of 2016”. 2016 is (minus several of the upgrades being way too powerful) in many ways my ideal Doom game. It’s fast but you can’t just brute force through fights (unless you’re using the game breaking upgrades). While there aren’t many enemy types they have a lot of interesting and unique interactions with different level geometry. Secrets are well hidden, fun to look for, and usually helpful. Incidental combat gets to matter. None of the things I just listed apply to Eternal. There’s also Snapmap, which isn’t a perfect level editor but Eternal has no tools to aid user created content whatsoever
Eternal has more refined arena combat, better enemy variety, and a better balanced upgrade system, but it also ruined a nontrivial amount of stuff imo
Because eternal took parts of 2016, and improved on that
It improved in some specific ways but made tradeoffs to do so. I generally don’t like the tradeoffs it makes, in large part because it sacrifices a demand of efficiency in favor of extra speed. Btw Hugo Martin has explicitly said that they try to make every Doom be unique and try to break new ground
I’m still waiting for most of these pros for 2016 to show up
The only thing I’d agree on is secrets being more interesting. Like finding a weapon earlier is a good way to reward exploration of maps, and the secret levels are super barebones but neat.
But in almost every other regard (besides some select few elements) 2016 hasn’t impressed me.
(In comparison to Eternal)
2016 does a lot of different kinds of fights competently. Eternal highly overuses the stupid arena format and is really lazy with every other form of combat.
2016 is harder then eternal
eternal gives stuff like blood punch and extra lives
same with dash and enemy weaknesses
2016 doesnt have that
now imagine if eternal makes a mode with 2016 physics
In particular Doom 2016 level design lets actual exploration be a thing like in every Doom before Eternal. Eternal just has you follow a corridor that opens into arenas every so often. As far as the actual mechanics go, my only big complaint is that chainsaw regenerating is a terrible terrible design change that makes ammo management effectively not matter.
2016 made ammo a important thing since chainsaw doesnt regenarate
also like every enemy has either 1 or 3 gas tanks to kill in eternal
2016 had cool exploration
whilst eternal isnt that great
just find a secret wall/passage
also how tf does imp go from fucking dangerous thing to just ammo
Having superheavies be immune to chainsaw is fine. I just think that players should have to try and be efficient with ammo instead of being able to be as sloppy as you want as long as you can dodge long enough to get health and ammo from enemies again. Doom is about fighting demons, but you should have to fight smart, and Eternal lets you brute force things way too much and most of it comes back to how infinite ammo means that trying to be efficient (something that Doom has historically cared about) just…. doesn’t matter because why avoid waste what you can’t possibly run out of
but ur forgetting 2016 lacked other things such as enemy weak points, Super Shotgun being incredibly strong, and upgrades that are a lot more “unfinished” compared to Eternal
I’m not forgetting. I consider those things valid improvements but they don’t quite make up for the hyperlinear levels and stupid regenerating chainsaw imo.
I dont think the Arena format is “lazy” but more so keeps the player feeling like theres always something to do without having to search for it. Even games like Ultrakill abuse this system of infinite action
Arenas as a concept aren’t lazy but most Eternal arenas are extremely similar and major fights never happen anywhere else
and yeah “just find wall = secret” but what other game besides Doom even has secrets that has secrets than just an easter egg like Fallout 3 Vault Boy just sittin on a desk
yeah but thats also saying Doom 2016 isnt in the same scenario sense you are entering an arena and u cant get out until u finish it
Only difference was the Level all together was a classic doom level design
but u still in some areas entered an Arena and could not evade from those fights
2016 actually uses arena style fights in other kinds of spaces, which is what Eternal is missing. Like most of the fights in the Foundry are in various atypical combat spaces that push those fights in different directions
Like the gore nest near the molten metal where the combat space is a network of catwalks and hardly any cover. Or the gore nest in a smallish room with another accessible room of similar size connected by a narrow stairwell.
I mean i believe the reason levels are much huger is to compensate your own movement.
levels have more Gravity lifts, monkey bars, etc.
Eternal’s combat spaces follow a fairly strict formula of a big middle area, 2 main elevation levels with lots of places to go up and down, smaller channels along the outskirts, etc
Arenas that don’t follow this model aren’t unheard of but they’re far too rare (and the only ones I can remember are In Nekravol)
From what they were trying to. They wanted to make a gameplay that “Flowed” with the combat and not really forcing your ankle
Which makes sense because of all the features they were adding
And sure ill play devils advocate that Ammo is fairly easy to get with the chainsaw but it does kinda compensate for the player’s movement and enemy damage
I honestly think that if needing to have infinite ammo is the tradeoff for the faster movement, then I don’t want it. It’s too dumb and makes resource management a joke
Even stated from Hugo martin level design was the hardest thing to do because of Dash
i mean i wouldnt say resource management is dead. Sure its dead AT THE END because u have your upgrades etc. But while playing the campaign from 0 you are still managing your weapons sense you are trying to upgrade yourself
Not really? You get the full powered chainsaw in the first few minutes and it’s the source of the whole mess
yeah but ok if you get ammo all the time why use any other weapon. Its cause theres still a purpose to use that weapon which is the kind of diversify eternal wants that 2016 didnt really have
2016 you didnt have chainsaw infinitely but u were pretty generous with ammo capacity
Yeah 2016 gave a bit too much ammo. Making enemies rock paper scissors with damage types isn’t giving weapons distinct purposes though. Distinct purposes come primarily from stuff outside of damage dealing, and Eternal tries to do that sometimes but doesn’t do it nearly enough
well eternal has you doing Weakpoints, weapon attatchments can do different things for different playstyles, and all enemies need certain ways to die. And at least the demons can put up a fight with the weapon swapping that 2016 couldnt out of unintentional acts
Stuff like range or special states to apply to enemies or high damage but only under specific circumstances
its not the most advanced system but it does offer more engagement than 2016
every demon is a “shoot till it dies” and all u gotta do is switch to the heaviest weapon you own thats already loaded with tons of ammo and fire it
The unintentional quickswapping is from a glitch IIRC, so I’d call using that kind of cheating.
Eternal is the same concept on paper but there are different qwerks ti the demon that justifies it
shore but i play quake levels by rocket jumping so idk
It’s one thing when a bug adds a new aspect to gameplay and it’s another when it completely trivializes the enemies
Hola
ye but id say if u can devs should patch it
really popular glitches i can remember were either Speedrun Methods or even Halo 2 Button combos
Even fortnite had this scenario of the Double Pump method
The big changes Eternal made that I like without caveats are that upgrades don’t break the game, there’s more visual variety, and there’s a bigger wealth of enemy types. If they’d done similar level structure to 2016, had more unique combat spaces, and left the chainsaw as it was in 2016, I’d have very little beef with the game.
Besides level design and maybe chainsaw i dont have a gripe with Eternal and even prefer over 2016
2016’s grim an serious theme is ok but games these days arnt lookin for that theme now
I believe “power fantasy” has been dead for triple A games and most are really intense emotional stories or Grounded gameplay without taking actual risks in its gameplay
Where as eternal it brings back the Imagination or Over the top many gamers would want Lore wise and In-game
I personally like 2016’s aesthetic more, but mostly because it feels more reminiscent of the series’ horror inspirations. Eternal’s look is fine
ye but u also gotta remember how many games have a sci-fi scary look
Gears franchise, Even call of duty zombies, Halo, Resident Evil, etc. The industry isnt going away with all these Dark and Gritty themes
I guess. In particular it reminds me of Evil Dead 2 (the inspiration for the chainsaw) where the monsters are gross and creepy but they’re also kind of goofy
In particular the mancubus. I love how derpy he looks
he little sewer boi
Español?
i failed Spanish for 4 years sorry bud
The next doom game will release when im finally old enough to pay taxes prob

If the current Id project is a Doom game (not a guarantee but I think it’s still the most likely scenario), then I’d guess it will release in 2-3 years. That could easily be wrong for a number of reasons but I think it’s a pretty reasonable estimate given a lack of insider knowledge
That assumes that:
1- they’re making a Doom game
2- the new game and Eternal have a similar dev cycle
3- they started working on the new project shortly after the release of update 6.66
None of those things are known for sure but they each seem more probable than the alternative
Truth
Ammo’s usually a non issue in 2016 even without the chainsaw
Or runes
Nightmare was kicking my ass but even then I never actually ran out of ammo
Eternal has more diverse combat but it just has way more of it and doesnt have any single enemy introduction sections like the hell knight in Foundry and Pinky in 2016
also halfway through 2016, the game becomes the easiest game to ever exist with Rich get richer + Siege
Like I said, certain upgrades completely break the game.
Eternal combat has diverse enemies but the arenas themselves are so so repetitive
Enemies don’t get a cutscene barring bosses and a few super heavies but I don’t think they’re really necessary either
Most of 2016’s enemies don’t get them either.
I acknowledge that 2016 has a broken upgrade system. I just hate Eternal’s level design more than I like the upgrade system
I don’t really know where the complaints about the arenas are coming from since most of them do set themselves apart from each other. Either in layout, environmental hazards, enemy placement, visual flair, or options for movement/platforming. In comparison 2016 plays it far safer. I think my favorite arena so far was in argent tower when you first fight the mancubus, but even then it’s the equivalent to a average DE arena.
2016 does way more arenas with unique use of space. Eternal arenas use a very strict formula that I described already for the vast majority of its arenas. 2016 is full of arenas with unusual shape or size. Unique hazards don’t really cause much difference in how arena plays for the most part because they all create areas the player is punished for stepping
Like what exactly? Big flat areas with the occasional large crate or a elevated walkway? Kadingir sanctum and necropolis are the only levels that even comes close to what you’re describing in my experience. Do I have to mention the arena in super gore nest that is collapsed layers of buildings and flesh separated by large expanses of lava, the fight in exultia that takes advantage of floating structures and uneven hazardous terrain to encourage smart aerial movement, or that other fight in SGN that uses teleporters and plenty of prowlers to keep you on your toes throughout?
This stuff is just so much more inspired and engaging then the vast majority of levels in 2016 and they’re regular occurrences in eternal
It’s like we’re talking about different games here lmao
you are, eternal and 2016
Here are 3 examples from just the Foundry, 2 of which I already mentioned:
-the fight in two smallish rooms connected by a stairwell with more enemies than would normally be in such a space
-the catwalk fight with no cover and restrictive pathways
-the turbine room with 2 big platforms, a bit of scaffolding, and some space surrounding
They’re all simple but they push the player to deal with very unique problems
I honestly hate big arena battles. They just all blur together and feel like they last hours instead of a few minutes
sounds like a problem in an arena-shooter
Also please stop fucking flooding the thread with stupid gifs
I’ve only used 3
That’s 3 too many
What’s the problem
They’re visually noisy and one of them is of a contender for worst person on Earth.
Anyway Doom prior to 2016 barely did arena combat at all, and it was only kind of a big thing in 2016. The emphasis on big arenas hurts me as someone who loves this series but hates the overall direction Eternal went
It would help if arenas would just do 2 big waves and be done so you could actually tell that you’re making progress instead of the game immediately replacing enemies who die for several minutes until a quota of dead demons is met
luckily they kinda do in eternal though?
They always seem to go on forever
you have waves of enemies, to go to the next wave you need to kill some "target" demons which are usually allthe heavies and superheavies, and sometimes fodder
mix of you not liking them ig and maybe not understanding
I understand how it technically works
then why did you even say that 🤔
In practice it feels like a neverending stream of baddies
probs just you then, i've only ever seen people describe it as waves
unless it buggs out because of a stuck heavy or something
or tag2 first fountain fight pre rework 
also tbf it's quite noticeable it's waves if you die during the arena, you start seeing the patterns quickly then
Yeah the game does a decent job at letting you know how far you are in the encounter
Only time it goes on and on is sometimes the master levels but like that’s the point
At the end of the day I still like Eternal but I’m definitely frustrated with several design choices that were made and hope the next game doesn’t double down on those changes
I think the DLC is a lot like what I wish the whole game was. Fights there are hard but they’re also usually short, good secrets are a bit more common, and the combat spaces feel more creative. The TAG arenas also feel better integrated into the rest of the level design
The difficulty curve is weird because of the hammer but both of the main modern Doom titles have also had problems with that
DLC did not have short fights they where pretty lengthy
They at least felt short for the most part.
its kinda easy to know you make progress when the music and heavier demons start to actually die out
i mean the way i see it. You have issues with something that doesnt feel necessarily Major to the game but just dislike a level design that no longer exists.
ur also forgetting the reason DLC (mainly part 1) is much harder because you arnt on training wheels anymore
You have to remember Eternal's campaign not only recognizes you played other Shooters and 2016 but also to prepare you for the amount of content the game provides
Part 1 you are already familiar and the only way DLC can stand out is when the game is actually challenging you
And in PART 2 i can only say pipes down because of time restraints. In addition, The hammer may not be very unique but was very cool for marketing and had to make somewhat of an impact
also im not sure if Foundry is a great example sense i dont think it actually has special level design
you are more so on literal pathways going forward. making Demons appear in front of you just becomes a shooting gallery than actual "tactical" gameplay
Especially with the Catwalk becomes very crowded as you don't wanna fall off but you are constantly bumping into Imps and Soldiers and the occasional Hellknights
In addition i have 0 memory of any verticality within those arenas ever besides like the last Arena phase
Verticality is overrated anyway.
why exactly...?
im not sayin every level needs verticality but doom 2016 arenas dont rlly have much flexibility until the later levels
In particular I respect that they had the balls to put the player in tight quarters and have to earn breathing room
but the thing is you also cant have the player fight so many demons in tight quarters
Which makes fights more of an inconvenience
The reason i have issues with Eternals level design isnt because they are open. They are Arenas and they do what they are supposed to do. But mainly because i wish maybe theres more environmental obstacles with the Demons fighting with you because every Arena is predictable. Like what if a Huge Laser was in the center of the arena so you the player have to take that into consideration when crossing to the other side.
I’m not sure what you meant there, but in general “the fight doesn’t use as many demons” isn’t a problem so much as just a thing to consider. You can absolutely make claustrophobic fights challenging by using demon who are dangerous at close range in a carefully thought out way. See also: the 2 rooms connected by a stairwell. That fight has at least one Hell Knight crammed in there with you (I think it’s actually 2) so you have to deal with him quick since you don’t have room to evade him like you normally would
I wouldn’t mind more obstacles. It would definitely make Eternal’s arenas more interesting
yea but u realize that fight is more like a mini-boss. If this was eternal you would blast his head off and kill him
Its more like a way for developers to draw out time when reality u can defeat him in 3 seconds
and isnt much of a fight just false intensity
The hell knights were alongside about a dozen other guys
guys as in cannon fodder
enemies that arnt really a priority. ur not playing master levels where the cannon fodder actually is an issue
The hell knights were just the highlight
Fodder are actually a potential threat in 2016, at least on higher difficulty levels
I don’t love fodder being as weak as they are in Eternal. Not a huge deal, but I’d appreciate them actually pulling their weight
yea but thats kinda what cannon fodder are-
to be strong in numbers not strong individuals
They’re not even strong in numbers in Eternal.
They’re too slow and squishy to even get an attack off if there isn’t a higher priority target
because by then u already moved on and already very strong as a player
That sorta defeats their purpose. Enemies are there to pose a threat, even the little guys should at least demand you respect what they can do. At any rate this whole whatever this is has gone in circles for hours now and I don’t think anyone is going to change anyone else’s minds. Let’s give it a rest
you forget doom has always had "roles" with their enemies not just random big health bad guys u shoot at till they fall
I didn’t forget. What role the Eternal imps and soldiers even fill besides be chainsaw food?
its not going anywhere because i just want to know why u think this way
not cause ur actually gonna persuade me.
u just answered your question.
The unwilling already fill that role better. I really like how 2016 had imps be really easy to kill but will absolutely maul you if you don’t respect them
Mostly I think Doom at its best is about overcoming overwhelming odds, and Eternal’s slayer is so powerful that even the challenging fights never feel like overwhelming odds
yea and eternal has u facing overwhelming odds. With the more demon roster than 2016
Not really? You’re so powerful that nothing gets to feel truly daunting or intimidating
and Imps/Soldiers are nothing more than an evolution towards combat.
Hellknights or Revenants dont instantly appear on the first level. The game is constantly rising the bar.
so are you saying doom eternal is not a hard game or at least nothing that has the player have some actual strategic engagements when playing
because the way ur describing Eternal is like my average playthrough in a Call of Duty campaign
No, I’m saying that it never feels like you’re expected to lose
what does "expected to lose" exactly means.
when the player the first time plays the game and sees 50 demons they gotta fight and they arnt scared doesnt mean Everyone is objectively thinking this game never makes you feel like man "i am Stumped"
In Doom, you always have the tools to come out on top and usually have more than enough to succeed, but most games in the series create the illusion of the deck being stacked against you, even when it really isn’t
are u saying classic doom is made to be impossible
cause its not.
👁️
Classic Doom is made to feel harder than it actually is
isnt that what an illusion is
to believe its harder than it actually is
to believe whats there when it isnt
Right
and games create that illusion. just as classic did
im eating a burger rn
I do wonder how much the lore shifting towards the player being perceived by other characters as invincible is contributing to the whole feeling of Eternal never feeling like you won when you really weren’t supposed to
its called a power fantasy
I get power fantasy, but I’d much rather have the power fantasy of being seen as nothing by the enemy and world and proving them wrong than one where I’m just assumed to have the upper hand
yeah but ur not really nothing. You are the doom slayer
yeah... that's the problem they have lmfao
The whole “you are so mighty and invincible and the strongest dude ever” thing feels more patronizing than empowering to me
you only really can get that feeling in:
- series that renew their protagonist
- new series
- the majority doesnt actually have an issue with the Slayer and its just us being nit picky
that doesnt fit in the bullet board?
Lol
some games have communities that imo complain way too much for their own sake
ok, doesnt change what i said
cool
The Slayer losing his powers may have been done as a way to kind of reset the power dynamic a bit. I know I’m not alone in thinking that Eternal overdid the Slayer’s reputation.
not like doomguy's powers really did anything except make box puzzels
Even just having the other characters thinking the Slayer is weak now would make things a lot better imo
i dont think u can make the slayer perceived as weak. even when blazkowicz takes a shrapnel to the head the dudes killin nazis like another monday
just storywise, like "oh wow doomguy you lost your power you're now such a baby lol"
if u wanna make something percieved as "unstoppable" 2016 Cyberdemon intro is baddass
"haha look at this loser he lost his stamin- FUCK"
I’m assuming DoomGuy’s power being lost is what’ll give hell enough confidence to go back on the offensive in the next doom
except that they can't unless they start retconning
demons can't leave hell anymore lmfao
Not if someone else comes along to break them out. Maybe Shub?
the slayer would not give 10 shits he lost his powers
They’re obviously going to introduce a new big bad?
yay retcons yahoo Hellshroom kingdom here we come
I just need a Bethesda game crossover of Fallout, Doom, Wolfenstein, and Elder Scrolls...
On a completely different note, since they’re probably going to do a new armor design (they always do), what do you think the Slayer should look like next time? What if they bulked him up a bit and made the armor a bit boxier?
needs some spikes. give him a jetpack
idk how they could make a jetpack really engaging
and spikes look stupid 9times out of 10
i mean give him a jetpack cosmetically cause he dashes
it look cool like a Jump kit from Apex/Titanfall
I’d make his new suit more utilitarian. Emphasize the importance of his equipment to surviving this time around.
bandolier
some "tactical" feel with his armor maybe some Shells/Magazine cases.
still keep that "Gladiator" feel Eternal gives but with Sci-fi Masterchief feel 2016 gives
To be a bit more specific, when I say boxier I mean something like thicker plating in places to give him more of tanky look
and keep his Muscles. Any reason to remove his biceps is a sin to god
The dude was jacked even before becoming a god so yeah
Having shells and such visible does seem neat
Especially something like a device in the gauntlet that feeds shells into his hand when he reloads the SSG
Idk what to expect but luckily i also dont really care that much
You'll just be seeing the hands and sometimes the legs
the Medieval righteous themes go so hard for doom
If it looks cool I’ll be happy. I just think it’s fun to speculate
when martin talks abt the inspirations for the slayer its basically every kid's dream
He-man, Robocop, the predator, Rambo, terminator etc. i mean all those amazing action cartoons/movie characters anyone can enjoy
Hugo’s got me pretty interested in the direction of the next doom but at the same time I remember he isn’t a good writer.
Eternal’s slayer design gives me Fast Robocop vibes, which I like, but I’d love to see something a bit more space mariney if that makes sense.
I dont think its abt good writing but more so Doom should feel like Eye Candy
Im not looking for the last of us in doom. Im looking for an arnold schwarzenegger feel
I wouldn’t conflate wanting a semi-competent script and worldbuilding as wanting another “last of us”
I dont wanna feel "sad" or "cry" or be shocked at twists and turns that make me sentimental but something that make me feel good
https://www.youtube.com/watch?v=92iXDKX4Y9g Joseph staten says it perfectly.
Visit http://www.criticalpathproject.com to search through interviews with over 100 of the videogame industry’s most influential designers and visionaries.
I just want to see fun characters in a straightforward narrative that nails down the lovecraftian tone the next doom is supposedly going to be aiming for.
The main feeling besides excitement I want from Doom is “oh shit” when you see a fight you don’t feel ready for waiting for you.
Almost everything about DE’s writing is pretty terrible and it mostly stems from over ambition
Yeah keeping things simple would be a very good idea
its true but without it u also couldnt be in the environments we explore
I mean you don’t need a terrible plot to get good locations
Just write another way of getting to that point
a game putting u in a new location every level is impressive and cant name many games that deal with that. Most fps campaigns either have to tell a new story or have to spend time in a location for a great amount of time before moving
Battlefield 1 has u going to different locations because it tells different stories
Half life 2 u are in city 17 for a good while cause of its focus on narrative.
I think a simpler story could easily take you everywhere Eternal goes except maybe Urdak.
Probably in a different order though
Like doing the Earth levels in one go, then going to the Sentinel planet, then Hell with the showdown back on Earth if we have to but you don’t bounce back and forth as much
sure but how long would that need to be
we are bouncing back and forth because theres actually important locations and purpose for each one
and cause if we had those obstacles removed it make the game increasingly "shorter" or the player faces the same environment filler
why u cant rlly feel "bored" playing eternal cause the game doesnt make u feel like ur in the same environment every time
Probably about the same. If you go to Hell on Earth first, you could have that just be a stepping stone to reach the Super gore nest, then you go to Sentinel Land and do those levels with different story context, then you travel through the Hell levels towards one goal. You’d just need to change the reason the Slayer is going to each point
ye but ur forgetting that 2 of the priests are on earth and one is in sentinal prime
u cant actually make Doom on earth go in 2 levels
its why the Cultist levels are extended to like 2 levels
because this game actually needs to be long.
The only real content reduction I’d make with such a reordering is move the Gladiator as the end of Exultia’s non Hell part
New story means there wouldn’t even have to be Hell Priests at all
Hell priests sucked ass
in addition to needing Urdak cause of the khan Maykr
It’s like they want to avoid using archdemons as much as possible it’s strange
Why? The Khan Maykr doesn’t necessarily have to even exist in the alternate story.
sure but she is the reason why the Icon of Sin even exists as a final boss unless u have some other retcon idea bringing him back even tho hes been dead sense doom 2
When I say have a simpler story, I’m saying that they didn’t need to come up with such a convoluted plot in the first place
the reason theres convoluted moments is because of Urdak and the Sentinals
which 2016 is the reason why they exist
Urdak feels kind of out of place and unnecessary lore wise
i mean not really because it gives lore about what doom's Heaven actually is
Why should the Doomverse have a heaven at all?
Because it adds more to the game than just Hell, Earth, Mars
u could say the same about the Sentinals but they exist now what can we do abt that
Yeah it’s much too late to cut Urdak now.
and also cause doom is technically really just a whole bible Reference that it would feel obvious theres an "opposite" to hell
You can really tell they didn’t plan ahead much with the story
Doom Hell is already different enough from Abrahamic Hell that you could just ignore there being a counterpart or even go to “they’re sort of the same thing”
its kinda typical most fps campaigns imo dont have full thought out stories
sometimes it starts as a concept that grows in sequals
I mean the obvious shift in tone between Half life 1 and 2 quite exists
I’m also very much of the “leave most questions unanswered” school of storytelling
i agree but sometimes its inevitable to happen instead of reintroducing ideas or Re-using ideas
Like maybe its a hot take but how long before Doom guy is fighting in hell, earth, and mars in the same environment before people ask when is he gonna idk fight somewhere else. Especially when Doom is more of a franchise not a One off thing
if doomguy does die, he will be sent straight to hell, and might escape if there is a escape
otherwise its just constant rip and tear
That is a hot take imo. It’s okay if the games don’t go to new locales if they keep doing unique and interesting things with the existing ones
the story in doom didnt really matter until 2016
in every other doom, the only reason demons were being killed is because daisy
the new stuff in eternal is cool
and the crucible is a better chainsaw, just no ammo
🙏 yeah bob ur cool too
Not exactly. Originally you were fighting to defend Earth with Daisy retconned in with Thy Flesh Consumed
thank u 
now imagine
how short would doom be if doomguy realized his fists are stronger then the super shotgun
@clever bear dont actually take that seriously- 😅
im just saying random stuff at this point lmao
I like the new Earth and Hell settings (especially Reclaimed Earth and the Blood Swamps) but not so much the Sentinel Land stuff and Urdak
earth being destroyed gives u a new enviroment to work on
i grew up with He man and enjoy Destiny 2. So i disagree 🤓
hell is a robot now
weird take but its cool
Disagree with which part?
doom guy is actually a girl
i like Sentinal Prime more cause i enjoy cool gothic material over Earth
“In a alternate universe where doomgirl… sucks at killing demons.”
Dude just forgot about doom 3
Oh okay. I like Gothic Hell but not so much Gothic Planet
i forgot about doom 3
i dont think it really matters since it takes a different character
and makes em a noobslayer
I didn’t care for the night sentinels in general. I mean space crusaders are a tried and true concept but they managed to make them extremely boring.
Same here
the only good the sentinels done are give tokens
which are helpful
and no im not meaning the story
the entire thing they do in the whole game is stand, waiting to give u a upgrade
id say DLC especially for pt 2 made them much more entertaining to see their world.
If they’d been kept super mysterious and vague I’d like them
Their technology and military might is what fascinates me
i havent played the ancient gods yet but i might do it soon
You should they’re very fun
i just finished the eternal campaign
TAG is easily the best part of Eternal
and my mom isnt in a buying mood now
but this will be my first time ever buying a story dlc
tag in doom fr fr💀
even then theres still a lot more mystery like what could there be more powerful than Davoth
God with a capitol G
which gives more room for Doom to allow more interesting villains than just Sentinal Priests
what if fighting the literal satan
especially when we can easily move on from Sentinal Prime now that we have basically defeated demons outside of hell
Eternals story was so bad its inspired me to do my own reinterpretation of it lmao
star wars
?
when i played 2016 and finished it, i was flabbergasted at the ending, didnt know the crucible existed until i played eternal
i went “WTF IS THAT RED SWORD HUH WHAT????”
mom's lightsaber
What about Shub or the King in Yellow? I’m game for a Lovecraftian villain
dang
Shub is such a funny name for a main villain
doom eternal is kinda like one
but not a open world game
linear actually but those backgrounds make me wish
People haven’t learned from halo infinite huh
they are more beautiful than the average Ubisoft open world
i dont think a open world doom game isnt that great
sure but thats cause 343 has always been incompetent
not because Open world games suck as a genre
we stick to the old… “guy go mission, kill, repeat”
Shub isn’t her actual name. Her actual name starts with that but has something Vega will flag as a slur because similar spelling because Lovecraft was very very racist
People said the same thing with Elden Ring and were very skeptic if that could work
Oh
Just slapping game IP’s you like onto the open world genre isn’t as good of an idea as you think
never said that its automatically a great idea but its also an ambitious and exciting idea too
3d world games are more for platformers types
More likely than not it’s going to be terribly boring and underbaked. I don’t think current doom’s pacing is going to gel well with that format either.
Look up “Black Goat of the Woods” if you want to read up on her. Basically she’s the Lovecraft mythos version of a fertility goddess but instead of a beautiful lady she’s a mass of flesh and stuff that produces abominations with spores or something
think of mario oddysey
sure but this is the company that manages to bring back doom and wolfenstein on the market. I believe they can do anything rlly
Ambitious in the wrong ways
Id is basically carrying Bethesda on their shoulders
I think Bethesda is doing more than fine right now
redfall
Nonlinear levels I’d like to see return but full open world sounds like a poor fit for Doom
id is the reason bethesda still exists
bethesda isnt doing good now
Even without Id. And machine games made NuWolfenstein.
sure but we havent gotten a new wolfenstein sense 2017/2019
Okay
only game they are workin on is an Indiana jones game atm
if anyone remembers that teaser
u clearly dont have a great memory of bethesda's track record
one day
just one day doom might be ruined.
They’ve been making bad-mediocre games for ages now they’re still doing fine
all the games so far have sold great
but theres gonna be one bad one
Their Skyrimvanias seem to sell. They probably wouldn’t make them if those weren’t profitable
because they have the biggest corporation owning them
Thats why they sold themselves to microsoft.
selling urself to microsoft is a good choice, but that means u cant make ur own games
they need someone that will actually fund them and what better than Bill Gate's bottomless pockets
In addition, has nobody noticed why Microsoft has been buying up all these companies that have some sort of controversy over them
fr
every company bought by microsoft have some type of rivary
type of "controversy"
yeah yeah
Ubisoft has a strike on their hands by employees for environment work place. Same with Activision/Blizzard one of the BIGGEST companies
and they are willing to sell themselves to microsoft.
i think i remember that when microsoft tried to buy nintendo, the employees just laughed
Ubisoft and EA would def sell themselves later on
i aint seeing nintendo going anywhere
I assume that the fact Microsoft hasn’t dissolved Bethesda means they consider it profitable still.
They have the highest selling console of all time
also cause Nintendo wouldnt rlly wanna contribute with the west
microsoft begging nintendo fr
well yeah because Bethesda owns way too many IPs
maybe sega will be gone
Dude they had a midnight madness line up out the fucking store for tears of the kingdom. Haven't seen that shit since halo2
u know nintendo aint fucking around when they pull that up
the leaker.....
its a artbook
bro the ninjas got him
i dont think anyone cares for artbooks
read it once
i think doom slayer will make a whimpering audio in the future
i mean when things get tough you need some money
gotta make a whimpering audio, easy 10 bucks
What
just a theory
ok
Definitely not. Bethesda could definitely thrive without Doom. Skyrim and Fallout 76 (for some reason) are pretty good money makers
expect for those
anyways
Is there any word on the next doom game and no I’m not talking about mighty doom
i dont think so rn
monter truk
All we know is id Software is making a new game. We don’t if it’s a new Doom game though
nah they all play quake arena while living off sales rn
everyone knows that
Once they get bored they start working on a new game
My only gripe is how unpopular Arena shooters are
especially when QC fails to accomplish a sustainable success and more so a short live burst.
Even if QC isnt rlly a “classic” feel. I do enjoy playing it but shame that modern audiences dont find Arena Gameplay appealing
tbh my friends who play valorant liked the arena shooters i got them to play, but the player base was too dead to keep them invested, so they only really played with me or with bots
hear me out but difficulty in quake comes from the veterans playing it, newbies with shitty movement get caught on corners and such a lot and are easy to hit because they have predictable movement too, so that makes aiming easier in noob matches
basic movement around the map shouldn't take too long to get the hang of either, i could soar (for the most part) through a map with only about 9 hours of practice spread out over 3 days
the goals with item control and map control are fairly straightforward too
its the lack of a tutorial
people sure can say having to put in the right inputs at the right time is bad game design but i disagree
rhythm games:
Thats like saying a fighting game and mashing buttons is how u play.
precision platformers:
exactly
Same concept with Bhopping. or ig its called somethin else in QC
quake's movement was accidental but it's damn fun
and its not hard to do either in QC u just press W+A/D+jump+moving your mouse in the direction of A or D
it's because it's a smooth way of accelerating that actually requires precision
yeah, exactly
in old quake u cant press W cause it breaks momentum
istg if we dont fight satan in doom its not doom
jump diagonally and move your mouse in that direction
getting mouse movement juuust right is the only tricky bit, and that doesn't take long
all we needed was an actual tutorial and maybe something to appeal ig for a larger audience that im not even sure
the problem with quake is that the community also kind of maybe sort of sucks
middled-aged men with nothing better to do than b!tch about dead video games for 5 hours
Ngl i didnt know quake 3 had a grapple hook
most nice people i meet who play quake are those who haven't really played video games in a while since then
halo fans in a nutshell we gonna be hittin 30
younger members of the community are also pretty nice too though
o7
It would be very hard to make quake mp relevent again unless something changes
my dad played alot of games
he owned every console and handheld
included g&w and the fucking virtual boy
people want fast-paced FPS mp
This is a genre where the formula is just not “fit” for modern audience and im usually against appealing to a broader audience but Arena shooters are just dead
my dad got to beta test the first tv remote in our country
dang lucky man
fast as in Advance movement and abilities that just “feel” fast
titanfall is the only game that feels like both
that's fair, but my valorant friend saw quake and was like "wooaaaah look at that movement"
most of them also found the game fun too
its abt Yellow man fights monsters
they play movement shooters on roblox lol
pretty much every fps game
green guy fights demons
it just depends on where you are
doom is my favourite fighting game
mario (yes i like mario) is my favourite platformer game
quake players will either beg you to play it or be elitists against tactical shooters
ffranchise
thats every fucking quake player
literally both
yeah, it just depends on the strategy they're using to get you to play quake
kinda cringe
i like csgo very much
instead u gotta accept people for who they are and not force them
i like strategy games a lot
CS and Team Fortress are my own bread and butter
i liked hideous destructor (realism/milsim-style doom mod)
tf2 is a great game
the community is 50-50
CS isn't worth the 20GB for me
its great to me cause of the support we get for VA’s, Community/workshop stuff, etc. so i cant complain
even if its just the same joke someone will say like a broken record or racism/homophobia
but tbh ive never actually seen those in my games so ye
20GB is nothing
ye not for everyone but i prefer over Valorant
not if you're broke with a tiny ass SSD
theres a literal rock thats shaped like a diddly doo
and people love it
valorant looks like CS:GO for kindergarteners
i fucking hate valorants community
the graphics quality looks like a mobile game for optimization reasons
However doesnt rlly excuse the fact they can just make an “option” for better quality ig
Like Fortnite u can go as low as u want for Frame rate
like i understand u want to appeal to everyone and they do that well
is controlling recoil the only hard part of aiming in cs/valorant
valorant ability spam and timing are important. Especially line-ups and game sense
since people don't move that fast, i'd expect aiming is easier than AFPS
talking purely about aiming here
id say thats the least hard thing in Tactical shooters
please don't throw esports terms at me
esports terms
sure
Recoil control is more consistent in CS than valorant.
yes
Valorant is more flicky with their shooting
next thing u know, ur controller has recoil when u shoot
CS is a constant pattern, valorant is moreso just a shape, right?
Mainly cause after the 4-5th shot in Val your shots are totally random in a certain upside down cone shape.
CS everything is Fixed and u gotta just learn them. the pattern is always the same
how hard r the flicks compared to smth like quake
Considering u die in a single headshot by a heavy rifle. Its not hard to do a flick shot
i see
game sense is just knowing what to do when specific situations come up, right?
pretty much. Being aware or predict whats going on. Good communication is also helpful from team
Quake and any competitive games obv succeed from just good communication and game sense
i sort of cheated game sense with a friend once (in minecraft pvp, laugh at me) since they uploaded lots of gameplay footage in our server and on their channel
i watched all of it and took down notes n shit, i could see the sort of patterns he used, made it way easier to take him on
not rlly cheating sense thats kinda how esports is
oh, awesome
Esports players either Scrimmage or Study eachothers playstyles
Its not abt just being good at the game its abt being better than the other team
can you calculate the strategic potential of valorant using game theory
slide
i have no idea what the proper term for "strategic potential" is or "potential strategy"
what ur saying is predicting their move and sure u def can if ur smart enough. I wont explain just cause theres a lot that goes through my head when a game starts
Any game for that matter its rlly just experience
not predicting their move
how many unique strategies can you make for valorant
for example, there's way more stuff you can do in chess compared to tic-tac-toe
god i should really learn game theory at some point
plenty rlly. Especially with specific hero teams etc.
If u watch videos of “hero combos” ig u may understand. But casual valorant is rlly whatever
is it more compared to counter-strike
yes
gameplay wise is very strikingly similar
i see
a lot of gameplay is unique rlly in shooters. Valorant is just a spin over the usual cs
well, of course gameplay's unique
the criteria for something to be an FPS is just
shooting is a primary mechanic
3D, first-person perspective
that leaves lots of room for different types of gameplay
ye sure
A sniper-type former human enemy would be nice.
So like a more functional Hellrazer?
Yeah. I remember writing ideas for Possessed soldier variants in a document years ago, like Gunner, Grenadier, Sniper, etc.
I’d love to see the Hellrazer return with better ai
i would love ot see all demons return. More demon types and variants to kill the better
Yes, I'd like to see Trites, Ticks and Cherubs return with improvements. NuDoom games had a surprising lack of small demons.
I don’t want to see the little spiders again. They are upsetting enough in Doom 3.
super small demons sound more annoying then a great addition
Unless they slow down the pace of the game as a whole they’d just be very annoying yeah
I’d welcome Cherubs and Vagaries with some tweaks though.
Vagaries using the environment against you with their telekinesis would be neat
They’re pathetically weak in Doom 3 but that goes for most of the enemies in that game
Yup. You’d just need to make dodging the attacks a bit easier
They’d be pretty threatening in Doom 3 if they appeared alongside other demons more often
In general Doom 3’s big problem is that it throws individual demons at you way too often
A lot of them are pretty engaging when they have some friends
To put that another way, Doom 2016/Eternal demons would be similarly pathetic if they were used in the same numbers
I always found those small demons annoying, i would add lost souls to that list
However Classic Lost Souls were much larger and beefier.
Cherubs I think could be neat as long as they don’t just serve as a nuisance and add something of value. Like imagine if they spawned a random heavy demon on death or fireballs had a slight homing property while the cherub can see you
Cherubs second stage would be neat
Never got why Ticks and Trites where made separate demons. There pretty much the same thing.
one was probalby used as a older model and they decided to add both. I think Ticks expode when you get close to you though
Different models so why not
Ticks are barely used though
Trites do, but they do it if they can't reach you, like if you're on a box
Well there both annoying little pests in groups especially with Doom 3’s camera shame when taking damage
TRUE
i hate having to deal with tiny little shitstains on the ground who keep doing damage
What are your bets on the next game by ID
I think it's too soon for a new Doom game, and that ID probably wants a break/change of pace.
So I'm betting on Quake or at least not Doom
Quake
I think it’s gonna be Quake as well
quack
ik it was probably discussed many times here before but what do you guys think the next doom game will be about? I personally would love to see doom guy in his argent D'nur times piloting the big ass titan robots and stuff like that or alternatively a whole new story line following the death of the Dark Lord but i have no clue how would that go
next doom game will be a visual novel about doomguy's budding relationship with master chief
i dont think that would be very lore accurate......... 🤓
they kiss at the end
I've had this discussion many times as well,
At first I thought slower and more akin to Doom 3
but apparently everyone hates that Idea
So I propose maybe doubling down on the idea of being like the classic games.
Back to individual levels that are linear like 2016,
Bringing back strategies used in the originals with classic Archviles and such
At this point might as well just remake the Ultimate Doom and Doom 2. But done right. Classic Games but inspired by 2016 instead.
sorry mate i unfortunately only played doom 2016 and eternal so i cant say much about remaking the classics but i personally am a big lore guy and there is a lot of potential for the game to flesh out the stories from the codex id love to see that happen but only time will tell
what makes classic so special is all the leveing building and modding. If they want to remake classic campaigns then I want make my own levels too. It will need to be a poweful editor, one that some PC's may not be able to handle to do it right.
i don't want that
HD classic with new levels?
Basically a full retelling. Take all of the lore and context of the current games, and tell the story we couldn't have back then.
Have an actual Icon of Sin fight not a wall, show how the demons actually did look such as Hell knights (Eternal Gladiator is basically a classic Hell knight)
so classic doom with d2016 graphics
Remaking the classics would actually be great for lore, because we could recton or fix mistakes the originals had, and see how these original locations match up geographically compared to modern hell
my brother in christ the classics' lore could be fit onto 1 or 2 pages
More so Artstyle, for graphics we want the best engine possible.
there's no need to retcon or fix any mistakes in the original because the lore is super minimal
thing is, even with the lore of now there isnt much story in the classiocs
Then add more.
bullshit imo
a new game is 100 times better then basically making a new game that has little creative liberty
why on earth do you need to add more lore to the classic games in a remake
Yall might be right, but if the new game is Classic inspired
would be a great excuse to have a new snapmap/map builder
Okay I'm gonna say a hot take.
...If, and only if they separated them from the main games both in title and in style, cementing them as different takes rather than the "definitive versions"... I would be fine with remakes of Doom 1 and 2.
I think they'd be a fun experiment to undertake. I wouldn't beg for them, but I wouldn't be opposed to them.
my thing is what exactly would even be in the remakes
Another earth, so separate from the main story?
No - moreso alternate takes on Doom 1's story.
I just think a remake would be perfect for showcasing what the developers wanted to without technical limitations
make the games full, proper 3D? now you need to redesign levels because those won't look as good in HD
now you just loop back to HD doom with new levels, something that you can already do really easily with mods
the og devteam is already split up
Have you guys played Resident Evil? If so this is what I mean: ideally a Doom 1 remake would be a retelling of Doom 1 itself. Neither are non-canon and neither story overrides the other. Both exist in-canon as different takes on Doom's "true" events, which are decided solely by you.
This means that a Doom 1 remake wouldn't significantly change the story, but rather add details. The same basic locations, boss fights, etc... would exist, but there's potential in adding things.
Not a 1 to 1 remake. New but inspired
doom1 barely has story though so theres not a lot to really remake
@feral plover Hit the nail.
A resident evil style remake
i feel like you just have to add story to an existing zdoom remake wad and you're good to go
I think it would be such a waste of potential to not make a new engine or game entirely for such a project like this
Something triple A would be marvelous
i feel like there just isnt anything to rework but to make you have a jump button and HD models instead of the still really upholding sprites
exactly
Some examples of things I could see them adding:
-New intermission text that is read from Doomguy's perspective himself, perhaps even voiced, thus allowing him to have dialogue without having him talk during gameplay.
-Adding NPC characters inspired by Doom's older scripts, such as Buddy Dacote, or characters from the Doom bible; I could see Buddy being a recurring NPC in the first episode who is killed by the Barons.
-Codex entries fleshing out the Classic Earth and Hell, such as establishing the OG game's timeframe and its version of the UAC; adding info that ties the OG game to 2016 and Eternal's lore
-Adding an entire intro section like Doom 3, which is absent from 1993
-More monsters, such as adding some of 2's roster to 1 like PSX Doom
-Connecting Doom 1 to Doom 64, since canonically the Mother Demon should be hiding in the base around now
Here's the thing - I think you're looking at this wrong. A remake of Doom 1 wouldn't be to make the game better or to add things to it that it "needs". It would be to reimagine Doom 1 as a more fleshed-out story that plays more like, say, Doom 3.
It would be a different take on Doom 1, not a better take.
Ok I agree with most of your sentiment in doing a "inspired" remake like resident evil, but a bit of this stuff might be going too far.
Npcs and voice acting already puts us in doom 3 territory
Good! Doom 3 is great.
you can do almost all of this more like a slight update to doom1, or they really arent all that needed
more concerned about what you can do with the gameplay
They aren't needed.
if you dont want it to have voices, then wtf do you want from it???
A remake of Doom is not needed at all. But a remake still can exist as its own product that seeks to reinvent the story and make it its own, rather than attempt to replace it.
if i get an AAA doom 1 remake i want myself voice acting
If you want my opinion? I'd be all for remaking Doom 1 in Doom 3's style. Maybe less of a focus on darkness and horror since I think that doesn't fit the first Doom well, but slightly more realistic movement, an emphasis on weapon balancing and environmental exploration? I would be all for this.
considering there is barely any story to reinvent, an actual new game would serve much, MUCH better
I'd like to agree with this, however I think a large majority would want to lean towards 2016 more in terms of speed and pacing of action
i think we can all agree that a completely new game with new story etc would be cool as hell too right?
honestly i agree, i think that would be cool
i want that much more than any sort of remake idea people try coming up with
But Luci, this would be a new game.
You guys should remember that Doom has already done this before! Doom 3 is largely a reboot of Doom 1 with reinvented gameplay, level design, and story. It's only recently been recontextualized as a story that stands alongside them.
This would be like Doom 3 but more faithful, and designed to feel like a "director's cut" of the original story that ties more heavily into 2016 and Eternal
if you flesh out the lore for the classic games what does that really serve
if you "remake" a game, then give it completely new graphics, give it a completely new story, give it completely new enemies, give it completely new mechanics.... then you haven't "reworked" anything, you made a new game
Yes
We can learn more about the First Age, the First battle, lmao
jesus christ
then i would rather have an "actual" new game
A remake is not the same as the original. The remake can stand as its own experience alongside the original.
Additions don't have to "serve" anything. IMO, if a hypothetical remake emphasized itself as an alternate take on Doom rather than a replacement, and work was put in to make it unique in its own right, what would be wrong with this? Especially with the Doom franchise kinda being at the perfect point to take a step back?
just give out a cool art book with lore blurbs
what would you like to see then :) like what game
so the "remake" would be a few between level textscreens, a lil bit of voice, and that's about it then
Having lore be delegated to just an artbook is sorely dissapoinintg for fans.
No codex or audio logs in game?
well yeah if the effort is as much as 1 guy working on it for a week, having ti be proofread by the team to make sure it fits the lore, then refined in another week then sure
Take a look at RE4 Remake
Ok compare resident evil 2 to the Resident evil 2 remake. That's sort of what we mean
i'd like it tbh
what could doom do that re4 did
RE4 Remake is nothing like this. RE4 Remake completely reimagines 4's story, its environments, and its combat to be better-paced and more in-line with the rest of the series. RE4 was already one of the best games ever made and the remake improved on it in every way.
I'll say RE2/3 works a bit better because Tbh a lot of people still think re4 was too modern to warrant a remake
unlike re4, doom1 doesnt have a real story
But the lore...
like m0nologue's e3m8 fanfic
what about it
Doom 1 can have a story, and there can still be changes to make to its gameplay.
sorry i am not familliar with it can you link it somehow nvm its just the guy above lol which one did you mean tho
but then it wont be the story reimagined, it would only be a new story
What about the manual, and the text boxes, those ARE a story.
We can expand upon those and actually make it something besides a block of text
Are there not complaints about the original Doom? I've seen so many people echo the sentiment that Doom 1's level design turns to shit after the first episode, and how a lot of Episode 3 is very lame in design. Or how the beginning of Thy Flesh Consumed is much, much harder than the rest of the episode.
How about how Doom 1 does have a story yet the game's story is locked behind a manual you have to Google?
imagine if the re4 remake didnt reimagine the story, but just had a straight up different story
Ok. That's fine
it's a remake, it doesn't have to be 1 to 1
and my best mono, how long is that story? 5, maybe 6 lines?
We're not changing the foundation, just filling in the gaps and adding insulation
7 paragraphs.
what are you going to do to expand upon it
yeah then it would just be a few textwalls between levels, some bugfixing, a few additions, and done
tell me what extra bits of the story you want to hear about from a doom 1 remake
I would rather not have a Doom 1 remake on the grounds that it would potentially make the original game less accessible. Especially if they started implementing modern Doom stuff that doesn’t belong in Doom 1
i would rather see Id Software give us modders/level builders the tools to remake classic ourselves honestly.
Go into detail of how doomguy was in Mars. Maybe animate that into a cutscene.
Add cutscenes showing him actually moving around to different parts of hell.
Animate the bases being taken over.
i don't want it to divert attention away from the og doom
so you want something like the intro to kdizd
you physically cannot make the og game less accessible
Thing is that's already happened with WADS and stuff. There is a market for it. The original games will always be there. This is just something new
A Doom 1 remake would not be "let's just add shit to Doom 1 to make it better". It'd be reimagining it as a whole - different level layouts, different combat, different demon AIs. I do think there is merit to this idea, not because Doom 1993 needs fixing, but because it'd be fun to revisit Doom's origins.
I would want to see level design that incorporates the fact that Doomguy can jump, crouch, and climb ladders. I would want Doom 1's level design to be changed to feel more like real places on the moons of Mars while still keeping the spirit of those levels. I would want to hear Doom 1's music reimagined in the style of 2016 and Eternal. I would want to see the return of classic enemies that were unable to return in their original form in future installments, like Spiderdemons or OG Pinkies.
it's rampant online with free downloads and stuff
but a campaign being on Phobos and Deimos would be awesome.
but by that point, why "remake" doom 1? you're not keeping anything from doom1, you're making a new game and calling it a remake whilst it is not
I would want to see enemy AIs in a modern game that act reminiscent of their original counterparts while still having new attacks balanced around a game where Doomguy is fast and strong, but not a superhuman like in the newer games.
that won't add anything to the lore my guy
this would be like if capcom called re3 a re2 remake
This is, by definition, a remake. A remake isn't the same game with more content- it's completely remaking the game from the ground up.
This is exactly what RE4R did.
i feel like this could be done with a doom 2016 mod
Guys, but wouldn't it be FUN.
That's all that matters right?
If it's fun
Imagine if ID had the technology available during 2016 when they made the original games.
That's what we mean.
SORT OF YEAH.
But snapmap and modding isn't enough.
A triple aaa studio can really give us that vision of phobos deimos and the bases the guy explores
The RE remakes were done instead of porting the original games. I could absolutely see Bethesda following up the remake with delisting the original, or at the very least abandoning it
but it isn't worth the effort to put in
DELIST DOOM. HOW
when they could just make a new game with that effort
This is a new game though.
i dont think microsoft has done that and again, delisting it would do nothing
as in, follow-up to eternal new game
I'm making these hypothetical ideas with the assumption in mind that the remake would co-exist alongside the original rather than attempt to replace it.
you can download the OG games online for free completely legitimately
fresh gameplay new game
If that criteria were met, I would be able to accept a Doom remake.
Then just say that.
There's a difference between saying this is a bad idea, and saying you would prefer a more Eternal Style game
Both ideas can coexist at once
I disagree. 1) If it was, it'd have been done already. And 2) If it is, what's the harm in having it be made as an official project?
more saying on the former
well, d2016 doesn't have the modding capabilities of course
it would take away resources i would rather have on an actual new game instead of making a new game but handicapping yourself
Again, this would be a great excuse to make a new snapmap/mapbuilder to spice up the doom map making scene with a modern engine.
why not have an actual new game have a mapbuilder?
I don't mind this either. I want a new Doom game, but man, it's become very clear they're gonna wait a while before they continue the franchise, and that's understandable considering TAG2 reached a high in the series that is very hard to naturally continue off of.
there are already mapmakers for OG doom is there not?
but i feel like this doom remake you suggested seems like an alternate universe doom 2016
As soon as TAG2 came out I knew it'd be a while until we got a new entry. So I don't see the harm in letting them step back a bit and refocus themselves towards other things in Doom's canon.
tag2 already retconned so i easily imagine they will just soft retcon it anyways
I would prefer them just making a new game over reimagining the first game. Doom 3 I could see justifying this kind of remake since there’s already a clear story and such.
It has already been while, i need more doom now!
I don't think they'll do that. I think if anything they want to wait a long time before continuing the story because they know TAG2 received criticism for how they did it.
Most of ID and Hugo have already stated the next game is going away from The Doom Eternal style gameplay (quote me if I'm wrong)
I'm just exploring how a new game moving forward could retain the spirit of the originals, slow down, and still satisfy new faster paced doom fans
well yeah but on the other hand now they actually have time to think of a way to retcon it without it being as bad
The “it’s probably going to be a while” thing would sting less if Eternal had Snapmap or something to enable more unique content
I think we all can agree the next game needs snapmap
a snapmap that isn't held hostage by console power as well
wasnt snapmap kinda limited? would rather have something better then
i feel like this is the only speculation in this channel that got me on an actual rant
Then let's make it better, what other alternative ideas do you have?
straight up no limits anywhere
first let us use MP maps in snap map
Then let's do it
which i believe snapmad did feature
and let us edit monsters the way we can edit player armors
i dont think enemies should be touchable
your kit and enemies should only be tweaked by what is available, not BS stat changes
I love Eternal, but I think that game is already perfect. I really don't think you can follow up on it. The next Doom Game is not going to be Doom Eternal 2
It's going to be different, and feel different
why?
Snapmap isn’t perfect but it’s much better than Eternal’s no level editor (or modding tools) whatsoever
I want to make blue imps and have them toss ice balls
theres plenty to follow up with eternal, but overall you would still have something that feels a lot like eternal because they are fairly close to greatness within their own game
What could they add to improve the gameplay?
MIGHTY DOOM
I think a remake of Doom 1 that reimagines its enemies, levels, and story while still keeping the basic framework of it all is a valid idea that I wouldn't mind seeing from id for the following reasons:
- I think Doom 1's locales are worth returning to, especially in a context where the levels can be reimagined to keep jumping, crouching, climbing, etc... in mind,
- I think Doom 1 can be reiterated on in an AAA release in ways that just isn't possible through simple map-editing,
- There is merit in allowing 2016/Eternal's writers to expand on the environments and story of Doom 1,
- Provides a low-risk way to allow Doom to return to more grounded gameplay as a palate-cleanser after Doom Eternal,
- What is more in the spirit of the original games than reiterating and reinventing them? The community has done this for decades; why not have id Software take a crack at it again?
for example: actual balance between weaponmods, faster early game progression to make it less sluggish
editoring monsters and AI is a big part of classic doom building
SnapMap 2.0 will need that
What's the biggest change you can think of, because that you can just fix with mods like it's been said.
That fourth point is, IMO, especially important. New major franchises inherently have risk to them, and having an installment after Eternal that isn't as frenetic and fast-paced can impact its sales and popularity. Doing this with a Doom 1 remake would allow them to use the game as a testing-ground internally for future entries beng the same way.
This is what Capcom did with RE2R - they needed a way to reintroduce new fans to the older games and expand RE's newer brand, but couldn't jump immediately into Village.
if it was an actual new game it would have many, completely random additions you physically can not predict that effect balance too much to really say
and you can't fix everything with mods because of how limited they are in eternal
What changes or additions would you want to Eternal.
If it's just small pacing or progression fixes, that does not warrant a whole new game
And here's the main thing that made me realize this is how I feel about it - I tried out Brutal Doom, and while I don't care for it nearly as much as vanilla Doom and won't revisit it much, I understand why it has the staying power it has. And the fact it's so popular means there is an audience for returning to classic Doom under a modernized context.
i'd say that making all weapon mods balanced is more then a "small" change because some weaponmods can physically not be balanced with how they are designed
early game progression aswell, it requires too much to just make it a "simple fix"
I'm sure if you gave the devs a couple months on Eternal they could fix those issues you have. Without making a new game
I’d love to use an Eternal Snapmap to try making more mazy levels with nasty traps and good secrets in the vein of the early games with Eternal mechanics
and, in case you have severe Alzheimer or didnt care enough to read what i said, i already said that in total it just barely wouldnt warrent enough to make it a full sequel
And then in the same vein, like...
I'm sorry, but Classic Doom isn't perfect. There is merit in revisiting and reinventing. I'd be all over a revisiting of Doom 2 that changes the shit I hate about it.
Sorry mate, no need for the insults, this conversation is getting hectic.
This is all friendly discussion now because we all love doom.
And like - I get that community mapping exists. And that's awesome! But I don't think that means there isn't potential in an AAA release.
Another thing to add to the new game, Invasions. Im still butt hurt
A slower paced game would fit invasions better IMO
That still strikes me as Battlemode but Worse
some people liekd battle mode
a official ranomized mode would of been great for Eternal as well. The mod that tries this proves my point if you ever played it
I’d much rather the multiplayer component be its own thing instead of interrupting the campaign. I’d love a randomizer mode. I’m on console though so I can’t play mods
well invasions were always optional. Leaked strings told of different levels of invasions - so you could choose how often your campaign was interupted
Yeah I think the conversation was kinda going nowhere.
Honestly though it would be neat
the next game should bring back deathmatches
next doom game should have a new game plus where if you play on nightmare or anything higher you get ridiculous enemy mechanics
even more ridiculous than eternal's
Just make it so enemy spawns are different, like the classics
i agree, difficulty should just be more than a damage increase. Still a random mode would be best for NG+
i have a better new doom idea like the origins of the doom slayer (not doom guy i know they are the same) when he was stuck in hell for eons like not a history game because i don't have a idea of and history maybe more like an horde mode style or COD zombies style but fused with doom gamestyle
that just sounds like horde mode but in a cod zombies style
We already know the Slayers origins. Doesn’t make sense to dedicate an entire triple A game to something we already know about
bruh what did i just said
i mean isnt that what a snap map should feel
full creativity over the game's assets. not limited
A great snapmap would be taking features like Epic's Unreal Editor, Quake's Snapmap, and even Halo infinite forge with all of its amazing buildable assets for those who wanna build something cool than function
MP weapons should have upgrades, like one for the Vortex Rifle that damages anything near the target you hit.
stuff like Script Nodes, TONS of textures over model blocks, asset models straight from Campaign, enemy behavior customization, Gamemodes, etc.
A snapmap this advance would increase a game's longevity and community engagement
a Doom remake would be very cool considering theres a lot they could do as long as it connects. Going backwards isnt rlly a bad idea.
Not to mention adding that Modern Doom gameplay into the old
also i dont really see this as a bad thing considering Doom Eternal feels like it already gives closure on its own
a New Doom game would be entirely a new story rather than continue. Same as a Doom 1 Remake that can also introduce a new story similar to Old only reimagined
in addition to a Doom 1 Remake could hold more content and also improve off Eternal's gameplay with more freedom in a primitive 1992 game
sure it can "retcon" certain areas but there arnt much very Important plot devices that impact Eternal and 2016's stories besides a few details.
u can play 2016 first and still be comfortable whats going on.
yah im mind boggled by that comment.
there is a story about the slayer during the sentinels. They could make the slayer even more powerful with all his arsenal, at least until he gets metroided by the cultists when placed into the tomb
a remake for the classic trilogy, maybe under a different studio. I would rather have Id work on new doom games.
I hope in a future game, they bring back 2016's MP weapons, those were sexy AF
Well i mean if you want custom enemies that's fine, but a regular ass mancubi shouldnt just for example have 3x HP and have a raygun that does 300 damage
I’d love to work with really weird enemy variants like specter hell knights or cybermancs who drop purple goo instead of acid or giving the riot guys a slightly improved version of the shotgunner’s attack
Also yes these examples being really evil is intentional
true, but they shouldnt be regular looking enemies then, their new abilities should give them a fresh coat of paint
Sure. Like a new color set or texture set or something
I 100% meant new enemies using existing ones as a template
Yeah no just from this channel alone, I can tell the next Doom game is going to divide the community.
Can't be worse then eternal
It won't be, but it'll be different, that's what worries me. Eternal is so good, I really don't see how they can improve upon the formula.
The next Doom will feel different from 2016 and eternal
Maybe I'm wrong, but I get the sense it's something we need to at least consider
The next game will be a new game???? 🤯
I know right!
After eternal i bet the amount of people that will whine the game sucks solely because of personal preferences not being highlighted in a niche will atleaat be lower
You're probably right
So it will be less then eternal likely
we got divided over the suggestion of a doom 1 remake
that wasnt really in "will it be good" but rather "is it really neccesary and should ID even waste resources on that?"
THIS
Would it be good?
i dont see ID making it bad
that depends on if they make it good
but i do think it at best would be wasted effort, much better to make something actually unique and not limited to OG doom
?
lmao what does that have anything to do with the game.
We are talkin abt snapmap
yeah? and i was saying that normal enemies shouldnt be touchable except where they are placed
And how does that affect snap map that is totally up to player’s creativity how their maps are
Doom 2016 already has u customizing enemies
how that.....
yeah if you arent literate i'm not gonna bother trying to explain basic english
We are talkin abt snapmap
meh
if ur a toxic dumbass sure
If Id software just keeps doin whatever they do. Doom could never die
One of the best ways to actually maintain a solid community is to not be so Purist over nostalgic features that arnt big to the grand scheme of things
And rather actually see a game inprove
unless the game itself just ends up as redfall.
id software produced games are the only one i would and do pre-order.
They are the last bastion of developers who actually love what they are doing.
At least if we talk triple a
in AAA atleast
i'm happy to take my silksong
Triple A gaming are the friends we made along the way
corperations can never be friends
the egirl on bo2 lobbies should text me back. its been 11 years

true. guess I'm just used to COD outrage and stuff
As a halo fan i am eternally angry so i get that
easy access to changing enemy stats is a recipe for disaster honestly
ye but its a community map. Just do whatever u want
custom enemies is obviously fine
but it should be obvious they're custom enemies
you can completely fuck over the game's balance with a few tweaks in the map editor, that's bad
a normal mancubi shouldnt be utter RNG how many shots it takes or how much HP it takes off from you. it should be identical to the ones you meet in basegame.
if you want something different, you're free to have a blue mancubi for example with different stats, but that's it
i get that but like im not really going into a snapmap thinking im playing normal doom all the time. Having to customize demon behavior is cool enough not to mention the amount of work for someone going in the first time and having to make their own enemy.
Sure u can just highlight it and say its an empower demon or whatever the issue is but to be real if the map is Bs dont play the map is the way i see it.
yes, amount of work should be taken into account
that's a barrier to entry that we need
imagine a simple slider for HP and damage values, that would be fucking busted
I mean that be pretty cool to have a health bar over a demon now i think abt it
a nice preference for a custom snap map ig.
A new snapmap should split maps into 2 sets.
Those that follow the general rules
and those that change stats and game values.
a good way to satisfy everyone
I mean we are just talkin full creativity not putting a player’s fun into account.
now what do you do with something that makes slighter changes like valiant


