The weapons (besides the pistol) all have specific purposes, so you have a variety of ways of dealing with situations.
The enemies also all have niches, allowing a variety of types of encounters.
The sound effects for the weapons are chunky and loud. I recall the sound designer said something like "If you want SFX for a pistol, record a shotgun. If you want SFX for a shotgun, record a canon ball blast."
The enemies flinch when shot, some more often than others.
The level design is often open-ended, but the maps are small enough and your character is fast enough that you cant easily get lost or feel like backtracking is a chore.
These all seem like obvious features, but many many shooters fail to accomplish them.
All of this. Will add that the nature of level design means it's literally hand-drawn lines forming polygons, which makes even shitty low-effort maps at the very least feel unique in the way any first-time piece of art is unique, and means that the quality high-effort maps feel like artistic masterpieces, whereas many post-2.5D shooters rely on prefab level design instead.
The reason why everything hit the right spot I believe is precisely because it was a new genre. They only had their previous attempt, Wold3D, to iterate from. They didn't have examples of "industry standard" games to lazily and mindlessly cargo cult copy things from, so they had to actually sit down and THINK about every design problem.
And since they were smart people they were able to come up with good solutions that worked for that specific game.
Doom is seriously a perfect game to me. The levels, the design, monsters, gameplay loop, shooting, guns, it just all comes together perfectly. I am serious classic Doom is 10/10 once you even realize all the mods you get to play.
You do realize you're allowed to post more than once? There's no rules here against double posting like on shitty forums.
I bet you get angry at people "necroing" too
Do you genuinely not know what samegayging is? Spamming bait and pretending to be multiple anons when everyone can read the IP counter is not normal imageboard behavior.
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orwellian doomjanny got triggered, but based, doom is a great game
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except they didn't do a lot of shooting back then
I wonder, are there any FPS or wads with an arsenal of exclusively melee weapons?
>I wonder, are there any FPS or wads with an arsenal of exclusively melee weapons?
Probably not. A lot of melee centric FPS games usually include some kind of throwing weapon or bow. Similarly, most of the popular melee-only wads in Doom have some kind of melee weapon, like GMOTA or Demonsteele.
There really wasnt fps games before doom so idk why you don't just say all time. The reason its good is because the movespeed is set to a level that challenges you rather than new games which also challenge your aim as well.
Newer single player FPS games that try to introduce "realism" by limiting how many guns you can carry or by turning situations into cover based shooting galleries that are commonly nothing more than an elaborate version of wack a mole (since actually competent AI would stomp the shit out of you in the situations many games attempt to portray) vastly limit gameplay options. The modern "realism" format works well for multiplayer, but sucks for single player.
The weapons (besides the pistol) all have specific purposes, so you have a variety of ways of dealing with situations.
The enemies also all have niches, allowing a variety of types of encounters.
The sound effects for the weapons are chunky and loud. I recall the sound designer said something like "If you want SFX for a pistol, record a shotgun. If you want SFX for a shotgun, record a canon ball blast."
The enemies flinch when shot, some more often than others.
The level design is often open-ended, but the maps are small enough and your character is fast enough that you cant easily get lost or feel like backtracking is a chore.
These all seem like obvious features, but many many shooters fail to accomplish them.
All of this. Will add that the nature of level design means it's literally hand-drawn lines forming polygons, which makes even shitty low-effort maps at the very least feel unique in the way any first-time piece of art is unique, and means that the quality high-effort maps feel like artistic masterpieces, whereas many post-2.5D shooters rely on prefab level design instead.
The reason why everything hit the right spot I believe is precisely because it was a new genre. They only had their previous attempt, Wold3D, to iterate from. They didn't have examples of "industry standard" games to lazily and mindlessly cargo cult copy things from, so they had to actually sit down and THINK about every design problem.
And since they were smart people they were able to come up with good solutions that worked for that specific game.
Am I the only one who finds it boring as batshit?
Yes you are
Yep just you.
Doom is seriously a perfect game to me. The levels, the design, monsters, gameplay loop, shooting, guns, it just all comes together perfectly. I am serious classic Doom is 10/10 once you even realize all the mods you get to play.
Agree, I see it as a game that's perfect in its simplicity like Pac-Man or Tetris
>10 replies
?7 posters
Be gone samegay
You do realize you're allowed to post more than once? There's no rules here against double posting like on shitty forums.
I bet you get angry at people "necroing" too
Do you genuinely not know what samegayging is? Spamming bait and pretending to be multiple anons when everyone can read the IP counter is not normal imageboard behavior.
>I wonder, are there any FPS or wads with an arsenal of exclusively melee weapons?
Probably not. A lot of melee centric FPS games usually include some kind of throwing weapon or bow. Similarly, most of the popular melee-only wads in Doom have some kind of melee weapon, like GMOTA or Demonsteele.
>some kind of melee weapon
*some kind of ranged weapon
>Spamming bait and pretending to be multiple anons
Nobody did that though.
There really wasnt fps games before doom so idk why you don't just say all time. The reason its good is because the movespeed is set to a level that challenges you rather than new games which also challenge your aim as well.
Doom and Quake have everything that is needed for a good FPS, and absolutely nothing extra. They are as pure of a shooter experience as it can be.
Games that came before lacked in one department or another (mostly level and enemy design).
Games that came after added unnecessary shit.
+1 for running MBF on DOS
>plays game
>how and why do i think this
moron.
Shooting shit awakens the inner caveman everyone has
As a species, we're wired towards projectile use.
orwellian doomjanny got triggered, but based, doom is a great game
except they didn't do a lot of shooting back then
I wonder, are there any FPS or wads with an arsenal of exclusively melee weapons?
Well, shooting is very cathartic and soothes the Id, that’s what I mean.
>soothes the Id
>Id
subtle
anyone else want to see a doom open world rpg like skyrim
no
Because it was made when games had soul. There are no games made today with soul, so nothing can possibly top it.
Define "soul"
Spirit
He can't. It's a buzzword for the underage because they are incapable of describing things without resorting to memes
>2. Emotional or intellectual energy or intensity, especially as revealed in a work of art or an artistic performance.
Literally say anything else to describe why you think something is good.
explain in full detail how cuphead lacks soul
You can find good games if you look. There's Obra Dinn, Darkwood, Deep Rock Galactic, Besiege.
Because the devs played Dungeons and Dragons.
I think Doom is a pretty cool guy. Eh kills aleins and doesnt afraid of anything.
Single player always a bore for me. Loved death match in the computer lab back in the day
Newer single player FPS games that try to introduce "realism" by limiting how many guns you can carry or by turning situations into cover based shooting galleries that are commonly nothing more than an elaborate version of wack a mole (since actually competent AI would stomp the shit out of you in the situations many games attempt to portray) vastly limit gameplay options. The modern "realism" format works well for multiplayer, but sucks for single player.
>addicting
why do ESLs keep saying this?
>why do ESLs say [common adjective used in English lexicon]
amazing deduction
very vidya related post