Friendly reminder quake gays are just morons who don't play games and only have a obsession over calling their game better because you cannot play it with a controller ignoring the fact that gyro has existed for years and had many ports
and no one gives a frick about esports homosexualry
always shit on quake gays because they have terrible taste
i dropped doom 1 because its just fricking corner peaking and closet clearing.
anons told me to play doom 2.
it's just fricking corner peaking and closet clearing.
if you want good level design play a REAL game.
>ignoring the combat 90% of the time
that's why i hate speedrunners >look guys i noclipped from the first level to the credits max difficulty no deaths world record
i dropped doom 1 because its just fricking corner peaking and closet clearing.
anons told me to play doom 2.
it's just fricking corner peaking and closet clearing.
if you want good level design play a REAL game.
nice try to flanderize me but more like this
you find this fun bro?
That's a level design problem.
ROTT, for example, takes this cover shooter idea to the extreme, but even in that game it's possible to create maps where you encourage the players to expose themselves and have to be creative in their movement.
no it's not. doom has shit enemies.
quake just has more interesting enemies >ogres and fiends force you out of enclosed spaces >knights and fiends force you to kite back >zombies force you to step back and use explosives >humans/vore/spawn force you to break LOS
the only bad enemies in the game are scrag and spawn and only because they are annoying
I think it's the worst of all, even when you include things like Plutonia and TNT.
First of all, the guys removed the most important enemies from Doom 2 to change the dynamics of the encounters: Revenants and Arch Viles.
If they had at least left the Revenants, they could have replaced half the hell knights/barons of hell with skeletons and that alone would have made the game much less monotonous and boring. The Revenants are so much better to fight than the Barons/HK that there's no comparison.
The level design is OK, I think. There's nothing very interesting in most of them, the traps are quite annoying at times and you spend a huge amount of time shooting Barons/HK with the Super Shotgun in straight corridors.
The new sprites are absolutely horrendous.
true. doom 64 had no reason to be that good but it was.
The average Doom 64 level consists 2% of killing and 98% of running around dark labyrinths wondering what the switch you pressed half an hour ago opened.
I'm inclined to agree, especially around the midpoint.
Still, all the added monsters are definitely what allowed the modding scene to last as long as it has.
I think what really kills it is lack of episodes. The game technically has 3 distinct chunks, but they decided against the original episode structure, because the game would have had less levels than 1.
>but the levels are horribly designed.
cuz most of them were dumped on an Intern who'd never done mapping before like 6 weeks before release.
but meh gets a pass cuz most of doom 1's maps were shit too.
do normalgays unironically do this?
play video games with a 20+ years modding scene where level design far surpassed the original, and still judge the game by original levels?
last time i played through doom2.wad must have been in 2012 or some shit. half of the people in this thread probably weren't even born
Normalgays don't know about DOOM's modding scene in the first place, of course they will judge both games for their iwads. Actually, maybe now they know about it with myhouse reaching some levels of popularity no other map got
>Playing mods before playing the original
No Anon, you ARE the normalgays.
I still like that the PSX Doom's Ultra-Violence tried to mix in Doom 2 enemies and stuff, I really wish there was a solid modern equivalent of that that doesn't rape the first game's levels and design for it. Because D2 really just becomes a mess of experimental gimmicks later on compared to the tight labyrinths of D1.
Doom 2 is a game design miracle because (probably by luck) the additions made to the game - especially the enemies - gave it a toolbox that can be used endlessly by map designers. For 30 years people have been creating vanilla content for the game and the guys find ways to innovate, it's incredible.
Doom alone couldn't reach this level because it lacks the basic tools to really add depth to battles. With the arrival of the Revenant and Arch Ville, mainly, but also key pieces such as the Mancubus (spread), Arachnotron (plasma turret), Pain Elemental (ability to generate more enemies), the designers have endless viable combinations and no wonder, even today you can find unique experiences even on 100% vanilla maps.
Friendly reminder quake gays are just morons who don't play games and only have a obsession over calling their game better because you cannot play it with a controller ignoring the fact that gyro has existed for years and had many ports
and no one gives a frick about esports homosexualry
always shit on quake gays because they have terrible taste
Quake is better than doom from an aesthetic standpoint, and I'm not talking about "muh graphics" I'm talking about design.
>better than doom from an aethestic standpoint
it's just brown and grey :/
i dropped doom 1 because its just fricking corner peaking and closet clearing.
anons told me to play doom 2.
it's just fricking corner peaking and closet clearing.
if you want good level design play a REAL game.
this dude is corner peeking in doom 1 lmao
>noooo you have to straferun and bunnyhop and quickswitch and dash 154980 times
>overcautious play style with no risk-taking
>"why is this game so boring"
Strawman
Who the frick plays doom like this?
no one, not even people playing on nightmare + fast since they're usually just speed running levels at that point ignoring the combat 90% of the time
>ignoring the combat 90% of the time
that's why i hate speedrunners
>look guys i noclipped from the first level to the credits max difficulty no deaths world record
>not even fast imps
goddamn you play like an old man
>mouse look on
>slow walking instead of running always on
Opinion invalidated
ngmi
Jesus Christ. This is what years of playing modern games does to your brain I guess.
Is this a joke?
say
do you have a video of playing through the Serious Sam games?
nice try to flanderize me but more like this
you find this fun bro?
That's a level design problem.
ROTT, for example, takes this cover shooter idea to the extreme, but even in that game it's possible to create maps where you encourage the players to expose themselves and have to be creative in their movement.
no it's not. doom has shit enemies.
quake just has more interesting enemies
>ogres and fiends force you out of enclosed spaces
>knights and fiends force you to kite back
>zombies force you to step back and use explosives
>humans/vore/spawn force you to break LOS
the only bad enemies in the game are scrag and spawn and only because they are annoying
Ganker will forever be filtered by the city levels and its hilarious
Don't care heretic is more kino than both
64>1>2
I wish they didn't cut the Archvile.
Frick Archviles.
64 > 2 > 1
true. doom 64 had no reason to be that good but it was.
I think it's the worst of all, even when you include things like Plutonia and TNT.
First of all, the guys removed the most important enemies from Doom 2 to change the dynamics of the encounters: Revenants and Arch Viles.
If they had at least left the Revenants, they could have replaced half the hell knights/barons of hell with skeletons and that alone would have made the game much less monotonous and boring. The Revenants are so much better to fight than the Barons/HK that there's no comparison.
The level design is OK, I think. There's nothing very interesting in most of them, the traps are quite annoying at times and you spend a huge amount of time shooting Barons/HK with the Super Shotgun in straight corridors.
The new sprites are absolutely horrendous.
>The level design is OK
It's second only to KDitD.
>The new sprites are absolutely horrendous
No.
The average Doom 64 level consists 2% of killing and 98% of running around dark labyrinths wondering what the switch you pressed half an hour ago opened.
This
DOOM 64 is exactly why shit like Half Life and Halo became popular, people got fricking sick of the back tracking and puzzles.
Doom 1 had the perfect amount which is why it was a mega hit, balance is key.
i bet you played terry wads.
Plutonia>64>1>2
Tom Hall's levels are good and I'm tired of pretending they're not.
I'm inclined to agree, especially around the midpoint.
Still, all the added monsters are definitely what allowed the modding scene to last as long as it has.
I think what really kills it is lack of episodes. The game technically has 3 distinct chunks, but they decided against the original episode structure, because the game would have had less levels than 1.
The SSG was too strong of a weapon in basically all situations. It made the shotgun obsolete.
A reminder that unless you play maps from a pistol start you are not qualified to comment on their design.
Also play HMP first, UV is supposed to be added challenge for experienced players.
frankly anyone that hasn't UV maxed sunder MAP19 is not qualified in my eyes
>but the levels are horribly designed.
cuz most of them were dumped on an Intern who'd never done mapping before like 6 weeks before release.
but meh gets a pass cuz most of doom 1's maps were shit too.
I only have 2 complaints, the music being worse than Doom 1, and the Doom 1 bosses being used as regular enemies.
Vanilla DOOM 1 > Vanilla DOOM 2
DOOM 2 WADS > DOOM 1 WADS
Yes.
Don't care, Doom 2 has better music and more enemies.
do normalgays unironically do this?
play video games with a 20+ years modding scene where level design far surpassed the original, and still judge the game by original levels?
last time i played through doom2.wad must have been in 2012 or some shit. half of the people in this thread probably weren't even born
>Playing mods before playing the original
No Anon, you ARE the normalgays.
Normalgays don't know about DOOM's modding scene in the first place, of course they will judge both games for their iwads. Actually, maybe now they know about it with myhouse reaching some levels of popularity no other map got
He did say he played it.
Honestly, as much as I love it: Doom kinda falls apart after the first episode anyway
Yeah it kinda blows. Maze levels and pain elemental suck all the fun out of it.
I still like that the PSX Doom's Ultra-Violence tried to mix in Doom 2 enemies and stuff, I really wish there was a solid modern equivalent of that that doesn't rape the first game's levels and design for it. Because D2 really just becomes a mess of experimental gimmicks later on compared to the tight labyrinths of D1.
Doom 2 is a game design miracle because (probably by luck) the additions made to the game - especially the enemies - gave it a toolbox that can be used endlessly by map designers. For 30 years people have been creating vanilla content for the game and the guys find ways to innovate, it's incredible.
Doom alone couldn't reach this level because it lacks the basic tools to really add depth to battles. With the arrival of the Revenant and Arch Ville, mainly, but also key pieces such as the Mancubus (spread), Arachnotron (plasma turret), Pain Elemental (ability to generate more enemies), the designers have endless viable combinations and no wonder, even today you can find unique experiences even on 100% vanilla maps.
john romero is streaming on twitch right now.
Is he making SIGIL 2 levels?
who cares dude, doom 2 is better than 1 just for the mods and custom maps alone
Everything after E1 in Doom 1 was shite
>SSG
Trivializes the entire game
it's better, the levels are harder and the enemy variety makes it more fun
Doom 64 is trash