DOOM

That's pretty much what I just said. I really liked the gameplay for Eternal, yet 2016 is still better. Doom 1, 2 & 64 are still tied amongst the best Doom has to offer, while 3 was underrated.
I never understood all the flak 3 got, I thought it was a pretty solid entry. I preferred the expansions, but otherwise it's not bad.
Gonna double post here and crosspost this quote from the CoD thread
I'd think this is a cool DLC if it was in CoD 4 or Black Ops 2, not the goyslop Modern Warfare 3.
(for fuck sake you already made a better MW3, 12 years ago, can't you come up with a better title Infinity Ward)
 
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I never understood all the flak 3 got, I thought it was a pretty solid entry. I preferred the expansions, but otherwise it's not bad.
Yea, 3 may have been getting better with expansion, but yea it's a pretty good entry, and I'm tired of pretending that it's not
 
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I would say that my opinion of Eternal is quite polarized: the aspects I enjoy, I really enjoy. The ones that I hate, I really hate.
Oh yea. Eternal is a mixed bag for me as well. It's a game that I love for its gameplay, but also really despise for the shit it gave us like the story and lore.
 
I found Eternal's lore to be a turn off, and I enjoyed 2016's lore. It went from the Doom Slayer being trapped in a tomb after leading a crusade into hell with these unknown warriors, to space alien angels, space human knights, the Devil/ruler of Hell is evil Doomguy, but he's actually the creator of the universe that got betrayed by his creations. The icon of sin is one of the sons of these space knights, the Doom Slayer randomly got a space fortress. It just didn't fit into the previously established lore and was very dissapointing. And Vega went from this cool AI guy to the god of the makyrs?
 
It's standard sequel escalation.

A lot of the people who write for games now grew up on poor stories where the next "arc" had to kick it up a heavy notch. See Dragon Ball Z.

You're already fighting back significant demons, so where else do you go except up to the standard JRPG bullshit of killing God?
 
I have an idea for the next DooM game's plot.

DooM V.

Following on from Final DooM, the DooM Marine has PTSD from all his adventures in Hell. As a result, he blows his fucking head off with the Super-Shotgun. Most of the game is watching emergency responders clean his brains from the StarTan texture walls.

Pre-order to get the weed camo skin for DooMguy's suicide shotgun.

id Software/Bethesda, please consider hiring me for your next game.
 
I have an idea for the next DooM game's plot.

DooM V.

Following on from Final DooM, the DooM Marine has PTSD from all his adventures in Hell. As a result, he blows his fucking head off with the Super-Shotgun. Most of the game is watching emergency responders clean his brains from the StarTan texture walls.

Pre-order to get the weed camo skin for DooMguy's suicide shotgun.

id Software/Bethesda, please consider hiring me for your next game.
He shouldn't have played TNT Evilution
 
I think a lot of it has to do with how fucking powerful Doom 3's engine was at the time; the best common commercial rigs currently out on the market couldn't even run Doom 3 at max settings.
Even today, had those tools been supported, it would still probably be easier to make a 'simple' level with some nice touches in the original DOOM's engine. And a necessary prerequisite to making an elaborate, highly-detailed, fun map is to have made a few simple ones to get your bearings - so I Just would see more people burning out early.

Then again, I remember Timesplitters 3 had a pretty basic but fairly fun 3D levelmaker, so maybe a lot of work could have been poured into a simplified process for newcomers, with many more tools available for veterans as is the case with things like dehacked or whatever.
 
I missed Snapmap and the PvP Deathmatch. I never understood why they didn’t add that, it was my favorite part about 2016 because people made some good stuff.
I thought Snapmap was pretty fucking sweet ngl.
Level editors are always cool, but a level editor in DooM is fucking awesome.

I wish it made a return in Eternal. I've never touched the Battlemode multiplayer in that game, and I have no intention of doing so.
 
DOOM 3's main issue is the same issue 2016 and Eternal have: no community-created content.
sir you need to stop doing drugs. There was a fuckton of mods and maps, there was 2 seperate competing coop mods. there was tons of support for deathmatch. Doom3 existed at a time when all games still had playerbases because there was only so many online games to choose and it was a doom game so of course people played it. There was quite a few clans having all kinds of organized competitions.

Theres a good phantasm mod based on the movie if you wanna check out a campaign. DungeonDoom turned the game into a roguelite with a couple classes long before TBoI existed. All the doom 1 and 2 maps got ported. LMS (one of the coop mods) has 2 seperate hoard modes in it one for reaching the end, the other for surviving till everyone dies for score.
 
There was a fuckton of mods and maps, there was 2 seperate competing coop mods. there was tons of support for deathmatch. Doom3 existed at a time when all games still had playerbases because there was only so many online games to choose and it was a doom game so of course people played it. There was quite a few clans having all kinds of organized competitions.
When I look around YouTube for "DOOM3 custom levels," the top result is some DOOM3 Gzdoom thing. 2016 had more than literally no custom content, too, but it's all dead nowadays. That's more what I meant. 16's tools are more limited, obviously.

I didn't realize that 3 actually had a brief spurt of life, though. It certainly doesn't really today, though, and even the amount that there is - like, it's cool, but I dunno, there's just not remotely as much of it. Maybe classic has reached a sortof critical mass where it having so much stuff already made for it makes people naturally more drawn to make shit for it.
 
When I look around YouTube for "DOOM3 custom levels," the top result is some DOOM3 Gzdoom thing. 2016 had more than literally no custom content, too, but it's all dead nowadays. That's more what I meant. 16's tools are more limited, obviously.

I didn't realize that 3 actually had a brief spurt of life, though. It certainly doesn't really today, though, and even the amount that there is - like, it's cool, but I dunno, there's just not remotely as much of it. Maybe classic has reached a sortof critical mass where it having so much stuff already made for it makes people naturally more drawn to make shit for it.
doom 3 was active from launch till about the time the orange box came out and now suffers because obtaining it is impossible thanks to bfg edition. It had a long run it's got tons of full mods and really it only died because physical copies of games died, it didn't come to steam for many years after that.
 
So I'm coming here completely defeated by the Possesed Marauder on the Slayer Gate, I cannot for the life of me get pass him. I'm playing on nightmare difficulty and I guess that's 90% of my problem. Also I only started dabbling in weapon combos and keybinds today, so I probably still need to get the muscle memory down and read on some guides but, goddamn, you can tell the devs want you to play the game their way and there's very little room for improvisation.
I was thinking about just restarting the campaign from scratch and really get the weapon combos down one by one. Also experimenting with better keybinds and stuff, I don't have a gamer mouse so I don't have extra mouse buttons, so I use the SSG on scroll up and the Ballista for scroll down, maybe its not the best way, but I feel like theres already so many buttons you have to map on the keyboard itself, that any you can unload on the mouse makes it so much easier.
 
So I'm coming here completely defeated by the Possesed Marauder on the Slayer Gate, I cannot for the life of me get pass him. I'm playing on nightmare difficulty and I guess that's 90% of my problem. Also I only started dabbling in weapon combos and keybinds today, so I probably still need to get the muscle memory down and read on some guides but, goddamn, you can tell the devs want you to play the game their way and there's very little room for improvisation.
Remember to summon your inner rage.
The only real tip I can give you is use a fast weapon when trying to stagger it, make great use of your dash to dodge its crap, and make good use of weapon quickswap to not have to reload and to switch to a more powerful weapon when it is staggered.
I don't love the Marauder and the Cursed Imp from the DLC because they break the more fast-natured flow of gameplay you have with other demons.
 
I thought Snapmap was pretty fucking sweet ngl.
Level editors are always cool, but a level editor in DooM is fucking awesome.
Snapmap for single player would have been amazing. Instead they tied it to their multiplayer mode because either id or Bethesda simply cannot accept that multiplayer in Doom will never be worth the time+resources invested in it. Players want more single player content and the only way to satisfy that endless demand for content is to give them the tools to make their own. Even from the perspective of "New Doom game every so many years" it makes no sense given that the leaked sequel was apparently shelved with no apparent plans for another one.
 
Remember to summon your inner rage.
The only real tip I can give you is use a fast weapon when trying to stagger it, make great use of your dash to dodge its crap, and make good use of weapon quickswap to not have to reload and to switch to a more powerful weapon when it is staggered.
I don't love the Marauder and the Cursed Imp from the DLC because they break the more fast-natured flow of gameplay you have with other demons.
Turns out I needed to summon my inner crafty hebrewness more than rage. I took a second look at the map and grabbed the BFG ammo and tried it again, I saw some guy on youtube killing the possessed Marauder as soon he spawns in. I couldnt pull it off but the BFG shot helps a lot by cleaning everything out, specially those annoying guys who create barriers to shield other demons. After that it was just a matter of being careful and just waiting for your turn to hit him with the ballista-SSG combo.
I must say I really started enjoying this DLC when I looked up the weapon combos and stuff and started looking at it like a fighting game where you need to have the muscle memory to perform combos without thinking about them so you can concentrate on movement and the arena itself. Other than that I don't know if I have it in me to sink 200-300 hours into it to gain the muscle memory and memorize demon spawns to do a ultra nightmare run for the gold armor. Also the revelation at the end made me roll my eyes lol.
 
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