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What's something about Doom that you absolutely hate?


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I hate archvilles

They are pretty easy to kill when there's no monsters corspes to revive , but when they have beefy monsters like the baron of hell, as bodyshields, they are a menace, and their hitscan attack makes it worse, who thought of giving them a hitscan attack anyways?

Edited by Foxstiel

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I hate HATE lost souls, i hate that they are a nuisance, they get out of boundaries, they are a chore to make infighting and, of course they take two shotgun shells to kill

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One-upping you, the classic Pain Elemental. I hate them, I hate how they're a frankenstein of other monsters, I hate how they're not as cute as cacos, I hate how they spew the second most annoying enemy. The only grace to them is that they're S+ tier infighters, even if you tend to get hit by the aftereffects of it.

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18 minutes ago, HeatedChocolate said:

Pain Elemental. I hate them, I hate how they're a frankenstein of other monsters, I hate how they're not as cute as cacos, I hate how they spew the second most annoying enemy.

One man's annoying Frankenstein monster is another man's.. Well, annoying Frankenstein monster (but the other guy enjoys it)

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Hate is a strong word. There are things i dislike, some gameplay oriented some design oriented, but only one thing i hate. I HATE that i will never be able to play all of the wads im interested in playing!

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I hate that upper, middle, and lower sidedefs have to have the same offsets in vanilla map format.

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21 hours ago, HeatedChocolate said:

One-upping you, the classic Pain Elemental. I hate them, I hate how they're a frankenstein of other monsters, I hate how they're not as cute as cacos, I hate how they spew the second most annoying enemy. The only grace to them is that they're S+ tier infighters, even if you tend to get hit by the aftereffects of it.

More like F- tier infighters, a pain elemental infighting is always bad news.

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1 hour ago, Andromeda said:

More like F- tier infighters, a pain elemental infighting is always bad news.

Pain elementals are always good news espicially on complevel 9 ;)

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I hate it when monsters surround player and you can't run out between them, also when a little bitching lost soul blocking my way.

Edited by Vadim

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The fact that Vanilla Doom has no S1/SR Floor Lower to Lowest Floor (changes texture) action available. I actually really need this action. o_0

 

There is a W1 Floor Lower to Lowest Floor (changes texture) - action 37.

 

And there is also a WR Floor Lower to Lowest Floor (changes texture) - action 84

 

But there is no switch that does this. Every switch action that changes floor texture raises the floor not lowers it. So you can raise a pillar out of lava using a switch, and have the floor on that pillar not be lava. But you can't have a switch that lowers a pillar into lava and have the floor change back to lava.

 

There are other examples of things like this, but this one is relevant because... like right now, vanilla mapping is happening in my place of residence and it is really needed...

 

I am no programmer, but hardcoding every single action rather than being able to specify parameters seems like a weird and inflated way to do that.

Edited by Kyka

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25 minutes ago, Kyka said:

I am no programmer, but hardcoding every single action rather than being able to specify parameters seems like a weird and inflated way to do that.

I'm pretty sure all the development time that should have gone into this ended up being used on perfecting the donut special. And now vanilla mappers must live with that choice.

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1 hour ago, Kyka said:

The fact that Vanilla Doom has no S1/SR Floor Lower to Lowest Floor (changes texture) action available. I actually really need this action. o_0

.

I absolutely despise this as well! It would have been so useful! :c You have to resort to workarounds like making a "touchplate" style trigger instead of a switch, which is far from ideal in many cases.

 

I guess Romero implemented the actions "on demand" and they never actually needed this one.

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2 hours ago, Lucius Wooding said:

I'm pretty sure all the development time that should have gone into this ended up being used on perfecting the donut special. And now vanilla mappers must live with that choice.

Yes that must be it.

 

I blame TlM WlLLlTS!!!!!

 

Even though he wasn't at id at the time, I maintain that he was there, in the background, secretly removing code and altering it in subtle ways.

 

He is probably also responsible for the blockmap bug.

Edited by Kyka

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  • 2 weeks later...

Fallen monsters and translucent fireballs are two very bad new "features" of Boom engine aka complevel 9. After playing last map (m07@10secto2.wad) I can say about third: if you fire your RL to zero, it automatically switches to puny CG instead of PG. Why, why team TNT did this?

 

Also with that moment:

 

On 11/23/2019 at 1:39 PM, Nine Inch Heels said:

The one thing I hate in classic doom is what I call "the fucking safety pin", which is in effect when you switch from say the SSG to rocket launcher or BFG. The game just doesn't let you hold down fire and the shots go off, no, you have let go of fire, and then press it again before something happens.

 

Question arise - can these weapon annoyances be fixed, by .deh maybe?

 

---Upd.: Completely forgot about weapons switching order in game pereferences, that is completely solve first issue.

Edited by Hitherto

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