Reaper978 Posted July 23, 2009 myk: Your analysis clarifies a lot about how the monsters in doom 2 are balanced. I don't really have any disagreements. 0 Quote Share this post Link to post
Lantern Jaw Posted July 23, 2009 Reaper978 said:Easy bro, I like doom. Just sometimes I get frustrated. I know the original post was naggy and lame, but sometimes I have these moments. I apologize (in a completely non-sarcastic way). I appologise for losing my rag on what is a light hearted topic. I love it when bad guys can open doors to come and get you, like one time when they opened the left door at the start of E1M3 before I'd even gone up to it. ...But then I'm always dissapointed when they can't or won't open doors. Another thing, I really, really, really wish there was TC of Alien Vs Predator (Atari Jaguar). 0 Quote Share this post Link to post
DuckReconMajor Posted July 23, 2009 Super Jamie said:I agree with myk. Constant Imp battles get boring fast, but sometimes you want something tougher. Not as tough or scary as a Baron, more compact than a Manc or Caco, and not as unfair as a Revenant or Archvile. I actually think Hell Knights are one of the best additions from Doom 2, they fill a very big gap one encounters when making maps for doom.wad Yeah. While I think they could have been a bit more creative with the design, I still think the Hell Knight is the most fun monster to run up and blast with a SSG. 0 Quote Share this post Link to post
Reaper978 Posted July 23, 2009 I appologise for losing my rag on what is a light hearted topic. Nah, I understand. I am often ambiguous. I love it when bad guys can open doors to come and get you Yeah, that's actually kind of frightening. I never played ye olde aliens vs. predator for jaguar. Sounds like it could be fun. 0 Quote Share this post Link to post
spineapple tea Posted November 23, 2019 (edited) For me it's that one weird looking pixel on the ssg. It always annoyed me. Edit: this thread has been merged with an older thread. Neat. Edited January 11, 2023 by spineapple tea Since the thread has been bumped for seemingly no reason, it's been brought to my attention that I used the wrong it's and didn't capitalize the word Doom. 18 Quote Share this post Link to post
Amuscaria Posted November 23, 2019 Things are infinitely tall, monsters, items, explosions, everything. For a game with mostly a 3D perspective, this seems strangely 2D. Thank Raven for fixing that in Heretic. 11 Quote Share this post Link to post
Job Posted November 23, 2019 3 hours ago, Raccoon_I_Guess said: For me its that one weird lookin' pixel on the ssg. It always annoyed me. Thanks, thanks a lot. I won't be unseeing this. 24 Quote Share this post Link to post
spineapple tea Posted November 23, 2019 (edited) Not even that weird pixel? Edited January 3, 2023 by Spineapple tea 2 Quote Share this post Link to post
Cacodemon345 Posted November 23, 2019 Quote What is something about doom that you absolutely hate? Nothing_I_Guess. 5 Quote Share this post Link to post
spineapple tea Posted November 23, 2019 (edited) . Edited January 3, 2023 by Spineapple tea 3 Quote Share this post Link to post
The_SloVinator Posted November 23, 2019 - long-lasting red screen after you take massive damage - infinite height - cacos & elementals flying away after getting hit by a rocket or ssg blast, especially in huge areas. Annoying as hell. - collision bumping or whatever it's called. Sometimes you would hug the wall, only to be bumped into a pit. Infinite height is a limitation but the other three is no excuse. 8 Quote Share this post Link to post
some guy who made a wad Posted November 23, 2019 M O R E A C H V I L E 4 Quote Share this post Link to post
Spectre01 Posted November 23, 2019 Absolutely hate? Not much, otherwise I wouldn't be playing the damn game and doing something else. Dislike? Most of the vanilla engine bugs and quirks that affect playability. I would be a long list to mention all of them, so I'll add melee hitboxes and blockmap to what @The_SloVinator already mentioned. I get that it's an old-ass game, but can't id at least update the engine to fix some of the shit in the many re-releases they are throwing out? 1 Quote Share this post Link to post
whirledtsar Posted November 23, 2019 The absurdly broad RNG range of some attacks. Like pinky bites and revenant fireballs. And it's random whether they even home or not! And hate is actually too strong for that, its more like mild annoyance and occasional frustration. 6 Quote Share this post Link to post
RonnieJamesDiner Posted November 23, 2019 When there's an alert Shotgun Guy behind a door, and I go and open that door, and when it's halfway open -- I can see his stupid feet and can't shoot him yet -- he manages to fire off an instant 45 chunker. I can do without that. 7 Quote Share this post Link to post
[Vitz!] Posted November 23, 2019 (edited) Exclusively the infinite height of monsters from vanilla. The infinite height of explosions can be quite convenient in a lot of situations so I can't really complain about that. The rest to me is just mildly annoying at best. Edited November 23, 2019 by [Vitz!] 2 Quote Share this post Link to post
Vermil Posted November 23, 2019 Probably infinite height. More an issue in Doom2 than the original Doom due to the increased verticality of the maps. 2 Quote Share this post Link to post
Arrowhead Posted November 23, 2019 It really annoys me just how MASSIVE caco corpses are... 8 Quote Share this post Link to post
Graf Zahl Posted November 23, 2019 Simple: 320x200. Which was technically outdated a mere 2 years after the game's release and made me quit playing it for 5 years until I found the first high resolution source ports (Doom 95 does not count, it was just awful.) Infinite height would also rank high on the list. It was lust a lame workaround for the buggy movement code Doom got. 9 Quote Share this post Link to post
Gez Posted November 23, 2019 6 hours ago, Raccoon_I_Guess said: For me its that one weird lookin' pixel on the ssg. It always annoyed me. Get the sprite fix mod. As for my vote: hover corpses. It's when a monster corpse is levitating because it has like one pixel on a higher sector. MBF tried to solve that with "pseudo torque simulation" but it caused more troubles than it's worth. Also cacodemon corpses being so huge that I go out of my way to get them to die over pits of death where I won't have to see them, or under doorways so they can be squished. 9 Quote Share this post Link to post
ketmar Posted November 23, 2019 (edited) doom collision detection code. i can't even start to describe how i hate it. i made some attempts to replace it with the proper one (which is impossible, of course, because doom coldet isn't even 3d), and i still holding some hope. Edited November 23, 2019 by ketmar 0 Quote Share this post Link to post
Doomkid Posted November 23, 2019 Absolutely hate is strong language, but automatic switching to a new weapon when you pick it up can be annoying in DM. Source ports fix every possible gripe I might have with the game though, so I’ll say nothing! 7 Quote Share this post Link to post
ketmar Posted November 23, 2019 3 minutes ago, Doomkid said: automatic switching to a new weapon when you pick it up can be annoying in DM it is freakin' deadly even in SP. run into rocket launcher and shoot an imp right in front of you? sure! also, red tint with berserk pack is really annoying. 4 Quote Share this post Link to post
Arrowhead Posted November 23, 2019 (edited) Just remembered two more small things: I dislike that there are no symbols anywhere on the HUD to indicate that I have either Berserk, or a Backpack. Sometimes you forget that you've picked up / not picked up those items. I've wasted many a shell-box thinking I have a Backpack - but instead 'maxing' out at the normal ammo limit. Or, w/ Berserk, I'll end up wasting other ammo / putting myself at slightly more risk w/ the chainsaw instead. Probably not a big issue for most, but I wouldn't mind having a small symbol for either of those items. You're not likely to remember such details after returning to a past save. Edit: definitely not an 'absolutely hated' feature though... Edited November 23, 2019 by Arrowhead12 correction 2 Quote Share this post Link to post
seed Posted November 23, 2019 1 hour ago, Graf Zahl said: Infinite height would also rank high on the list. It was lust a lame workaround for the buggy movement code Doom got. I am more inclined to see this as a feature rather than a workaround or limtation of the engine (considering the Raven games never had it anyway). Certain enemies from Doom, notably the Cacodemons, become basically useless in many scenarios without infinite height. 0 Quote Share this post Link to post
Breeder Posted November 23, 2019 They way the Switch port has been handled. 1 Quote Share this post Link to post
xdarkmasterx Posted November 23, 2019 (edited) Horizontal autoaim especialy when you uswed the rocket launcher and blow yourselve up -_- other annoying things: -RNG damage -infinite height monsters -glitchy collision (you ever had those moments when you touched an impassble line and get stuck to it? -forcced autoswich (especially since doom has so slow switch time) Edited November 23, 2019 by xdarkmasterx 2 Quote Share this post Link to post
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