Csucskos Posted August 9, 2021 1 hour ago, Endless said: - Slow weapon switching speed. I feel like that's actually a feature not a bug. You have to factor in the switching speed and not just insta swap. What do I "hate"? Well that's a very strong word, I really dislike platforming, but not hate it. I almost flipped my table when I UV maxed the Chasm, but I'd still not call that hate. (That map can f himself tho). What I hate is inescapeable pits. Yep, pretty much that's all. Everything else can be "fixed" by ports. (Like infinite enemy high, yeah, that was a limitation, but just like no mouse look, I prefer it that way, not because it's better, but rather because limitations force you to desing better maps.) 1 Quote Share this post Link to post
out_of_service Posted August 9, 2021 I hate how the Cyberdemon gets stuck in any one of those central chambers in the Tower of Babel. I remember my first encounter with him back in '93, the second I laid eyes on it I nearly shat myself. That roar, the mechanical stomping and the barrage of rockets. I turned tail and retreated going "OH SHIT OH SHIT OH SHIT NOPE NOT DEALING WITH THAT". A few moments go by, I blast some bothersome Lost Souls with the shotgun as I am anticipating the towering cybernetic fiend to round the corner. It doesn't show. I can hear it though. I gather my wits and backtrack and see the Cyberdemon angrily stomping mad circles in one of those chambers with boxes of rockets. For some reason the damned thing just can't navigate it's way out of the room. Eventually he would emerge from it and start the attack once again, I fire on it with rockets and plasma and try my damnedest to avoid being turned into red jam. I retreat once again and now the Cyberdemon is stuck at the corner of those large marble face pillars that come right off the main building. Kind of underwhelming lol. 2 Quote Share this post Link to post
Zulk RS Posted August 9, 2021 >Infinitely Tall Actors (Which is why I play on source ports with that off) >The fact that BFG and Plasma Rifle share the same ammo pool. I can't think of any right now but whenever I play through Doom 2, I'm always like "Yeah Doom 2. Doom 2's awesome." And then I come to some maps and I growl "Oh... THIS map. I hate this map." Funny thing is, I can only remember that I hate these maps when I'm actually playing them. So I can't name any right now. 2 Quote Share this post Link to post
Gregor Posted August 9, 2021 Safety lock on the BFG when switching to it... 4 Quote Share this post Link to post
Denim Destroyer Posted August 9, 2021 Blockmap bug and slow weapon switch speed. 3 Quote Share this post Link to post
axdoomer Posted August 9, 2021 The Arch-vile creating ghost monsters from crushed corpses. 2 Quote Share this post Link to post
Arbys550 Posted August 9, 2021 Lately I've really been irritated with the RNG of Doom. I think the range of possible values is too high. I hate it when I'm cruising along in a fight and then get royally screwed by an 80 damage rev rocket or 64 damage hell knight booger. 3 Quote Share this post Link to post
Archanhell Posted August 9, 2021 Uh, so I guess this is general, as in, no matter if it is regarded vainilla, any custom content/WADs, etc, so.. Something I do not like, from the perspective of a mapper, are any kind of visual bugs that can make the map look weirder or less likeable, or just outright affect gameplay, and the usual mistakes like texture misalignment, issues with doors' textures, etc. I do not like the chaingun much I think, it must be my lesser used weapon sometimes, mostly because it is quickly overpowered by the SSG which is my favorite weapon and the Plasma Rifle which does a better job. WAD-wise, uh.. I guess I do not really like Dead Simple clones, unfair sections or forced damage, death portals (To make you start from zero next map), "boss" fights on the original games and, here comes the funny part, slaughtermaps. 1 Quote Share this post Link to post
dei_eldren Posted August 9, 2021 That i play a marine saving the world from demons. 0 Quote Share this post Link to post
BigBossHeinzohn Posted August 9, 2021 I say for me that the Ultimate Doom can feel a bit slow or bullet spongy past Episode 1. I can remember just having to hold down M1 with the shotgun or the chaingun for like a couple of minutes on a baron of hell, a cacodemon, or a mob of pinkies. Doom 2 however solves this problem with the super shotty. Does it make the single shotgun sorta not viable anymore? Yeah pretty much, but now you can add more demons in cus you can cut down more demons in a short period of time. Plus the new monsters definitely made shit more real and gave us the toys needed to make more interesting and fun arenas in custom mappacks. 1 Quote Share this post Link to post
Mayomancer Posted August 9, 2021 (edited) Everything! Doom sucks! Spoiler I can't think of anything i actually hate, not even the bugs and glitches. Only thing i can think of is how you can't drag and drop .lmp files into ZDL. Edited August 9, 2021 by Mayomancer 8 Quote Share this post Link to post
Murdoch Posted August 9, 2021 (edited) Back when I still used the vanilla executables, the most irritating bug was probably the lack of z height checking on melee attacks and object height. With ports, well not really anything. The original maps are certainly not without flaws. I found the original bosses challenging when I was younger so I am not sure that's really a fair critique to level at them now. I think they worked at the time when 99% of us were far less skilled in the movement department. Now I play almost exclusively custom maps, and the level of experience and skill today's designers bring to the table means a lot of the problems of old don't apply so much, if at all, assuming the map itself is good. EDIT: Oh actually there's one thing I mildly hate (and it applies to other games to a lesser extent too) and that is when map designers use a weakness in the movement the player can do to create a barrier, such as a step that's too high to clear but could easily be jumped if I could actually jump. It's slightly immersion breaking, cause it reminds you of the limits rather starkly. Edited August 9, 2021 by Murdoch 3 Quote Share this post Link to post
ketmar Posted August 9, 2021 inverted BSPs, and that thing that is called "collision detection/physics". 0 Quote Share this post Link to post
DynamiteKaitorn Posted August 9, 2021 ^THIS. FUCKING. HELL SPAWN.^ 1 Quote Share this post Link to post
Nikku4211 Posted August 9, 2021 - Mr. I-Can-Hit-You-From-Anywhere-Plus-Resurrect-The-Dead. That enemy is too OP. Sure, you can theoretically use it well, but most of the time, it isn't. - No Z-checking for melee. Id were just learning how to make a game that plays more 3D than their previous hit Wolfenstein 3D, I get it. This is one of the things they either forgor to consider or just didn't have enough time to implement or didn't think it was a problem. - Revenant RNG. I hate how unpredictable it is for a typical player. Sure, there's algorithms and such behind it, but no way a regular player is going to memorise all that code and think through how it works while they're playing Doom 2/Final. - The fucking save buffer overflow. I know people frown upon save scumming, but admit it, you had to save at least once while playing a multi-level WAD. I'm definitely not a Doom pro, so I need to save often. This stupid overflow makes it impossible to save in big enough levels like some of Requiem's levels. I'm glad even Chocolate Doom lets me turn it off. - 'Z_Malloc: failed on allocation of %i bytes'. This error is a vague 'out of memory' error. It's so vague that if it occurs when I'm making a WAD, I wouldn't know what exactly caused Doom to run out of memory, and I'd be frustrated at it. - Source ports that remove the 21 Lost Soul limit. Don't. It's there for reasons other than '1994 computers are slow'. - Doom 1 and 2's OPL2 patches. I get how nostalgic it can be for many, but c'mon, even the original OPL2 can sound better than this. - MIDI. It sounds very different depending on what you play it with, because MIDIs don't have instrument definitions, only instructions. Even back in the 1990's, there was a better alternative: tracker modules, which had instrument definitions and instructions. Even if digital samples can take up quite a bit of CPU time for 1993 computers, tracker modules for the OPL2 are still possible. Back then, more people had OPL2 and OPL3 sound cards than any other sound device(except the PC speaker, of course), so it wouldn't really be that necessary to make the music for non-OPL sound cards. But enough nerd talk from me, an obviously biased tracker musician. At least source ports added tracker modules in. - The Doom 2 monster exclusion bug in Doom 1. This bug makes more than just Doom 2 enemies disappear, and that sucks. However, I don't really like the intended behaviour either. Yeah, Doom 1's IWAD doesn't use Doom 2 enemies or have Doom 2 sprites, but I felt like having Doom 2 enemies in vanilla Doom 1 would've been really cool for Doom modding back then, especially for those who prefer Doom 1's episodic structure but want Doom 2 enemies as well. Also, the super shotty is disabled, so that even when you do pick it up, you can't switch back to it. :( 0 Quote Share this post Link to post
Gregor Posted August 9, 2021 The Icon of Sin. In every possible incarnation. 2 Quote Share this post Link to post
TeK (⌐■_■) Posted August 10, 2021 The safety catch on the rocket launcher and bfg. The FUCKING BLAZING FURY OF ONE THOUSAND SUNS when you pick up an invuln sphere. 1 Quote Share this post Link to post
Astronomical Posted August 10, 2021 Infinitely Tall Actors, do people even like it? I assume people tolerate it because it's more accurate but I hate it so much. 2 Quote Share this post Link to post
Biodegradable Posted August 10, 2021 Episode 3, Lost Souls, weapon swap speed and Revenant's damage RNG. All pretty negligible at the end of the day... except that bony bastard. Ooooh, how I love to hate him. ;^) 0 Quote Share this post Link to post
Wadmodder Shalton Posted August 10, 2021 Slaughtermap amounts of Monsters in non-Slaughtermaps. 0 Quote Share this post Link to post
Snaxalotl Posted August 10, 2021 The wolfenstein assets, they offer almost no value in terms of creating custom content and were a waste of two secret levels imo. On top of new mappers throwing in the ss in their maps which has always been a pet peeve of mine. I would much rather have a few extra vanilla textures in their place 2 Quote Share this post Link to post
Sena Posted August 10, 2021 Taking 2-3 punches to kill imps/pinkies with berserk. 2 Quote Share this post Link to post
Doomkid Posted August 10, 2021 What do I HATE about Doom? Nothing. The bugs/glitches are irritating at best... I HATE the destruction of the Amazon. I HATE war criminals. Some flaws in Doom are incapable of making me feel much of anything really, let alone hatred. I guess I kinda “hate” how most people are afraid to get down with deathmatch. (Even then it falls under minor annoyance at best, but..) 8 hours ago, j0lt said: Is Doomguy right or left handed?! He shoots his pistol lefty, but shotgun righty! Ambidextrous! 5 hours ago, VanaheimRanger said: Signal 11 errors Purely a PrBoomism.. no such bug exists in actual Doom! 2 hours ago, Plank_Guy_89 said: Infinitely Tall Actors, do people even like it? I assume people tolerate it because it's more accurate but I hate it so much. They’re rubbish, I enable them strictly for demo compatibility. I’m “used” to them but it’s definitely a flaw in the flow of the game. Still nowhere near “hate”, but probably #1 on the list of things I wish weren’t part of the game, alongside VPOs and the blockmap bug. 6 Quote Share this post Link to post
Dirk Posted August 10, 2021 9 hours ago, Scypek2 said: At least episode 6 of wolf3d has two levels made by Bobby Prince. They're... interesting. Which ones are those? Come to think of it, which Wolf levels were made by which mapper? 1 Quote Share this post Link to post
Shepardus Posted August 10, 2021 Getting shot in the face by a revenant while trying to punch it. Actually, melee combat in general is incredibly jank in vanilla Doom, from the bad hit detection to the extreme randomness of berserk fist damage. One of the most refreshing things about playing through Heartland on Eternity Engine was having a melee weapon that could actually reliably hit its target. 1 Quote Share this post Link to post
Jello Posted August 10, 2021 Yeah know, I agree with @Doomkid. Hate is such an extremely strong word, and it seems to only cause problems further down the line. I try not to hate, or even actively dislike things in my life, because then the negative things pre-occupy my time. Everyone would be wise to listen to him. There are plenty of things you can dislike about Doom, but in the end, it's just a game. There's no reason for you to hate any aspect of it. It was made by people who were creating something they cared about, forging new paths, doing something nobody had ever done. So dislike it if you must, but don't hate it. That being said... I absolutely hate the RNG, specifically on the Revenant. Oh, you can do between 10 and 80 damage? So either I'm fine if I'm under 10, or I'm fine if I'm over 80, and that's okay? Great, I'll just go back for that green armor and stimpack that I didn't pick up. While 10 more of you bastards are coming at me. Well, that was hyperbole, and it actually makes the game far more exciting when you don't know exactly how damaging an enemies attack will be. And I think it's part of what makes Doom exciting. But with the Revenants hitting you with missiles (or even punching you), it just doesn't make much sense to have that much variance, 70hp is quite a gap. With the hitscanners, I can understand the variance. Maybe that time the shotgunner hit you in the face, the other time he winged your shoulder. But a rocket should be within a reasonable gap, it's not going to take away 10hp if it hits me in the shin and 80 if it's in the face. I think a nice 30 to 60 balance would be better. My opinion. The RNG is interesting in Doom, and it's part of the fun, especially in the original levels. But damn it can get annoying. 3 Quote Share this post Link to post
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