Matt Mello Posted September 12, 2023 Doom 64 is overrated and both halves of Final Doom are exponentially better than it. Also, I'm sick to death of so many WAD's nowadays ending with a slaughter map. Everyone talks shit about Icon of Sin maps and how every WAD back in the 90's and early 2000's ended with an IoS battle, but nowadays the Map 30 slot is always just an over the top slaughterfest instead. It feels a lot more overdone, IMHO. Also, I've mentioned it before but I like the Icon of Sin as a concept and I even like a lot of Icon of Sin maps themselves. I really do think the reason they get such a bad rep is because the very first IoS map from Doom II actually did kinda suck. Doom II made a bad first impression and everyone now just dismisses the Icon of Sin automatically. Even within the four core IWAD's, both TNT and Plutonia have much better IoS maps. TNT has the platform puzzle challenge and the short map before the fight with the Demon-Spitter and Plutonia's final map really feels like "Icon of Sin: Good Version" with its more manageable platform to take down the Gatekeeper with and also having a Cyberdemon boss battle as well. 5 Share this post Link to post
Async Unicorn Posted October 28, 2023 I personally enjoy Master Levels and don't think that it deserves so much hate in community. These may not be the very great maps, of course it's not, but, c'mon, for the 90s it was pretty decent, that's my opinion. 4 Share this post Link to post
Kwisior Posted October 28, 2023 47 minutes ago, Vanilla+Unicorn said: These may not be the very great maps, of course it's not, but, c'mon, for the 90s it was pretty decent, that's my opinion. They were decent for 1995. The stuff that came out later in the decade blows them out of the water. 2 Share this post Link to post
Cutman 999 Posted October 29, 2023 On 7/17/2020 at 1:02 AM, Disgruntled Caco said: Pain Elementals are considerably worse than Revenants. FACTS! ABSOLUTE FACTS! 0 Share this post Link to post
Cutman 999 Posted October 29, 2023 - I hate perfect hatred and against thee wickedly, also consider them the worst maps romero did in doom. - I think the pain elemental is fundamentally a flawed monster - I despise memento mori 1 and 2, weird considering i played most of requiem, a considerably less consistent wad - Having played speed of doom recently, i think his "extreme difficulty" is a bit overestimated by the community, if we compare it to monstrosities present in scythe2 and AV - I consider doom 3 objectively bad. 0 Share this post Link to post
DaBigNerd Posted October 29, 2023 On 7/16/2020 at 11:02 PM, Disgruntled Caco said: Pain Elementals are considerably worse than Revenants. Actually, this is quite a popular opinion. Pain Elementals are a Pain in the Ass. 1 Share this post Link to post
zokum Posted October 29, 2023 The main problem with those Master Levels is that they're not good value for money if you had internet, BBS or computer party access back in the days. Id had a great idea, having some of the better people in the community make a very nice standalone map. The map quality of the finished product is a bit variable. It's also questionable if it was any better than the best shovelware cds. Id probably could have gotten better ML by simply having it as an open competition. Specify 3 themes and let people enter into one of the three categories. From that they could have compiled a quite coherent and interesting map set. If it was a success, then do another competition, ML2, with new themes. The themes would have had to be somewhat broad, "wood and stone" "marble hell", "city maps", and so on. Make a version of Doom 2 that has Doom style episodes, have it be 10 maps per episode, with two of them being secret maps or something like that. You'd have to tell the mappers to send two versions of the map if it had a secret exit, one with it and one without it. Another thing they could have done was to add a few of their back catalogue games as a 'free' bonus. Include Spear of Destiny and some Keen games? To me Maximum Doom was a bit meh, I don't think I ever saw it in shops here in Norway. It's not as bad as Final Doom is, value for money wise, but it's still fairly meh. I'd say Final Doom is id's worst game, and I think more highly of Doom 3. FD isn't that bad, but it is not worth the money. Doom 3 was an ok game, but it had the wrong name and the better maps came late in the game. It would have done better if it had a new name, but people saw it as a spiritual successor to the Doom games. Id were basically shit at product names after Quake. 2 Share this post Link to post
Lila Feuer Posted October 29, 2023 Some of the Master Levels are OK (Sverre's Black Tower is the magnum opus of the collection imho) and there's a lot of good authors attached to what's on offer, but half of the issue is there's better works by them for free, and the way these levels are setup is very lazy (continuous play is impossible without modern packaging methods) resulting in the player getting weapons near the end they'll never get to use because the authors weren't informed that their maps were going to be single level affairs iirc. 1 Share this post Link to post
Finnisher Posted October 29, 2023 Here's a hot take that will shock you all: even as a Doom boomer I find Doom Eternal the best game in the series! 3 Share this post Link to post
TheMagicMushroomMan Posted October 29, 2023 (edited) My opinion is that almost every IoS map I've played could have been replaced with something better. Even the good IoS maps. Every time I get to the end of a wad and see that it's an IoS fight, I get disappointed. I don't think it's that interesting of a concept, and no matter how creative the fight is set up and choreographed I always feel that something better could have been done. I'm not counting maps like the IoS fight in Golden Souls 2 or Brutal Doom where the boss is heavily modified and just resembles the IoS. Killing the IoS rarely feels like an epic grand finale. Sometimes it just feels like "okay, this is the last map so it has to be an IoS fight". It feels obligatory. I'd much rather have an epic climb up a tower, a descent into hell, something climactic. Every time I get to a final map and hear Romero's voice, it feels silly and robs the map of its atmosphere. It kills the immersion for me. A "shoot the rocket into the hole" boss is the same thing as a "hit the obvious weak spot" boss, and I think that stuff works better in other games, not Doom. At least modify the boss to look different and say something different. I feel like the reasoning for a lot of IoS fights is along the lines of "we all know the original IoS fight sucks, but we can make it better". But that's not saying much considering thay we all know the original IoS fight sucks (except for you, because you're a contrarian hipster - I read your mind like Psycho Mantis). Even if you make a good IoS fight, I think you can make something else that is better. Edited October 29, 2023 by TheMagicMushroomMan 3 Share this post Link to post
Sonikkumania Posted October 29, 2023 5 minutes ago, TheMagicMushroomMan said: "shoot the rocket into the hole" There should definately be an alternative gimmick, like a crusher which you can only activate after commiting action X. 1 Share this post Link to post
Betelgeuse Posted October 29, 2023 On 9/12/2023 at 8:40 PM, Matt Mello said: Doom 64 is overrated and both halves of Final Doom are exponentially better than it. Also, I'm sick to death of so many WAD's nowadays ending with a slaughter map. Everyone talks shit about Icon of Sin maps and how every WAD back in the 90's and early 2000's ended with an IoS battle, but nowadays the Map 30 slot is always just an over the top slaughterfest instead. It feels a lot more overdone, IMHO. Also, I've mentioned it before but I like the Icon of Sin as a concept and I even like a lot of Icon of Sin maps themselves. I really do think the reason they get such a bad rep is because the very first IoS map from Doom II actually did kinda suck. Doom II made a bad first impression and everyone now just dismisses the Icon of Sin automatically. Even within the four core IWAD's, both TNT and Plutonia have much better IoS maps. TNT has the platform puzzle challenge and the short map before the fight with the Demon-Spitter and Plutonia's final map really feels like "Icon of Sin: Good Version" with its more manageable platform to take down the Gatekeeper with and also having a Cyberdemon boss battle as well. The exact opposite, Doom 64 is an amazing game and is actually fun. But both final dooms are better. 0 Share this post Link to post
TheMagicMushroomMan Posted October 29, 2023 1 minute ago, Sonikkumania said: There should definately be an alternative gimmick, like a crusher which you can only activate after commiting action X. That's a good idea and a good example of what I'm talking about. There are a lot of different ways to "evolve" the fight, for lack of a better term, past its relatively primitive idea. There have been times where I've seen people compliment an IoS map as being creative, and then when I play it it's still the same "shoot the hole" concept, but this time the map is better and you shoot the hole from a more thought-out vantage point. That can still be a good map on a technical level, don't get me wrong. But I think it's a little boring to end a good wad with the same act of shooting a rocket through a hole and then watching a very short and unsatisfying explosion before the screen melts and shows you your stats. It feels really abrupt and off-putting to me. It's like someone put their finger on the record while it was still spinning and stopped the music. 0 Share this post Link to post
Lofwyr Posted October 29, 2023 (edited) The amount of maps having a hardcoded limit (Don't actually know if that's true, but it seems to be) seems to incentivize well meaning P and I WAD creators to make overly long maps to deliver the most bang for the limited buck. I like short maps, and would rather play twice of them than one amount of slogmaps. Thus, "Hardcoded map limits hold back the game" Edit: Oh, I think it is unfortunate that tagged secrets are the default and not an optional thing for vanilla Doom. On one hand: Satisfying sound effect when finding it. On the other hand: If the secrets are too obtuse, they can frustrate on the intermission screen by tanking the totals. Edited October 29, 2023 by Lofwyr 1 Share this post Link to post
Finnisher Posted October 29, 2023 1 hour ago, TheMagicMushroomMan said: My opinion is that almost every IoS map I've played could have been replaced with something better. Even the good IoS maps. Every time I get to the end of a wad and see that it's an IoS fight, I get disappointed. I don't think it's that interesting of a concept, and no matter how creative the fight is set up and choreographed I always feel that something better could have been done. I'm not counting maps like the IoS fight in Golden Souls 2 or Brutal Doom where the boss is heavily modified and just resembles the IoS. Killing the IoS rarely feels like an epic grand finale. Sometimes it just feels like "okay, this is the last map so it has to be an IoS fight". It feels obligatory. I'd much rather have an epic climb up a tower, a descent into hell, something climactic. Every time I get to a final map and hear Romero's voice, it feels silly and robs the map of its atmosphere. It kills the immersion for me. A "shoot the rocket into the hole" boss is the same thing as a "hit the obvious weak spot" boss, and I think that stuff works better in other games, not Doom. At least modify the boss to look different and say something different. I feel like the reasoning for a lot of IoS fights is along the lines of "we all know the original IoS fight sucks, but we can make it better". But that's not saying much considering thay we all know the original IoS fight sucks (except for you, because you're a contrarian hipster - I read your mind like Psycho Mantis). Even if you make a good IoS fight, I think you can make something else that is better. I agree actually. To the point I prefer if there's no IoS but something else. My fav spins on IoS have been in Anomaly Report and Doom Zero so far. AR makes it much more interesting and intertwined with the other fights whereas as DZ has a while simple but cool respin on it. 1 Share this post Link to post
Maximum Matt Posted October 29, 2023 5 hours ago, zokum said: To me Maximum Doom was a bit meh Say what?? 2 Share this post Link to post
Kwisior Posted October 29, 2023 8 hours ago, zokum said: To me Maximum Doom was a bit meh, I don't think I ever saw it in shops here in Norway. It's not as bad as Final Doom is, value for money wise, but it's still fairly meh. Did you mix up the names or do you really think that a shovelware collection is better than Final Doom? 4 Share this post Link to post
Maximum Matt Posted October 29, 2023 ^^ Now THAT'S an unpopular opinion!!! 2 Share this post Link to post
Gez Posted October 29, 2023 Old-timey id Software was pretty bad at designing "combat" bosses, they preferred "puzzle" bosses. Quite often the bosses live in places where there's a completely gratuitous boss-killing device that you just need to use instead of actually fighting the boss. In Commander Keen you shot a chain to make a weight fall on the vorticon commander. Entering the arena while he was alive was a sure-fire way to get a gameover, no amount of gitting gud would let you win in "normal" combat. In Doom there's the gratuitous elevator to nowhere that's loaded with a ton of rocket ammo. That elevator doesn't even try to pretend it has a purpose other than letting you ride it to shoot the brain hole. In Quake they had Chthon who had an electrocution system installed in his bathtub, and Shubby who had a bespoke flying teleport destination going through her regularly. Each time it was a mechanic that was basically used for the boss and only the boss. Wolf 3D had only combat bosses, but they're kinda boring too. There's hitscan boss and then there's missile boss, and there's even a hitscan+missile boss, too! Other than that, they all have the same IA or walking around randomly while always looking at you since they don't have rotations. 4 Share this post Link to post
TheMagicMushroomMan Posted October 29, 2023 1 hour ago, Gez said: Old-timey id Software was pretty bad at designing "combat" bosses, they preferred "puzzle" bosses. Quite often the bosses live in places where there's a completely gratuitous boss-killing device that you just need to use instead of actually fighting the boss. I think it's definitely their weak point, with Quake's final boss being even more disappointing (to me) than the Icon of Sin. Hell, even the original Doom has a laughable final battle. Even regardless of the difficulty, it just isn't a cool fight to end the game on. I'm glad that the Spider Mastermind exists because pwads, but in terms of the game itself, on its own, they could have done something so much better by creating a climactic encounter using the existing enemies instead of an obligatory boss fight. Because the Mastermind is just a shit battle in OG Doom. id's attempts at boss fights are just at odds with their gameplay/engine tech in general. I guess the Cyberdemon comes closest, but I never even considered that or the E1 ending battle to be actual boss fights. But they're still better than the E3 ending, IoS, or Quake. 2 Share this post Link to post
Maximum Matt Posted October 30, 2023 So the question must be asked: what are GOOD examples of boss battles in mid '90's FPS games? The one in Duke Nukem 64?? That giant four armed guy in Serious Sam? 0 Share this post Link to post
TheMagicMushroomMan Posted October 30, 2023 1 hour ago, Maximum Matt said: So the question must be asked: what are GOOD examples of boss battles in mid '90's FPS games? The one in Duke Nukem 64?? That giant four armed guy in Serious Sam? Don't forget the incredible bosses in Blood and Shadow Warrior. I'd say Heretic did them best, but they're still not anything great either. 0 Share this post Link to post
Finnisher Posted October 30, 2023 I think even new ID struggles with it a bit. Doom 2016 had pretty great bossfights though but by contrast many in Eternal are gimmicky. Especially Dark Lord. Bigger Marauder who can heal and has 5 phases, yay, lol. There's a mod that makes him vulnerable outside his stun window but also more aggressive. It makes the fight so much better. 0 Share this post Link to post
DoomGappy Posted October 30, 2023 18 hours ago, Lofwyr said: The amount of maps having a hardcoded limit (Don't actually know if that's true, but it seems to be) seems to incentivize well meaning P and I WAD creators to make overly long maps to deliver the most bang for the limited buck. I like short maps, and would rather play twice of them than one amount of slogmaps. Thus, "Hardcoded map limits hold back the game" Edit: Oh, I think it is unfortunate that tagged secrets are the default and not an optional thing for vanilla Doom. On one hand: Satisfying sound effect when finding it. On the other hand: If the secrets are too obtuse, they can frustrate on the intermission screen by tanking the totals. Short maps Are great. Have you played 10 line genocide? My unpopular Doom opinion is that after some time analyzing the map authors, I've come to realize that I really like Sandy Petersen's mapping. Too bad he doesn't feel like making a comeback like Romero did. 2 Share this post Link to post
Antiquated Posted October 30, 2023 (edited) Cacodemons are boring to fight and often annoy me more than barons as bullet sponges simply because barons are super rare in modern wads and only used when they 100% will work. Edited October 30, 2023 by Antiquated 2 Share this post Link to post
DoomGappy Posted October 30, 2023 7 minutes ago, Antiquated said: Cacodemons are boring to fight and often annoy me more than barons as bullet sponges simply because barons are super rare in modern wads and only used when they 100% will work. Depends on the situation. A horde of cacos is really annoying, but two or three hovering around while you fight lots of ground enemies can actually be interesting. 1 Share this post Link to post
Antiquated Posted October 30, 2023 7 minutes ago, DoomGappy said: Depends on the situation. A horde of cacos is really annoying, but two or three hovering around while you fight lots of ground enemies can actually be interesting. Of course, that's cool. My opinion is probably tainted a bit from having just played through cliffside siege from SoD. 1 Share this post Link to post
Lila Feuer Posted October 30, 2023 Reminds me of MAP30 of NOVA III, which just DESTROYS an arena with Cacodemons, just an AVALANCHE of Cacos. It was honestly more funny than hard but it was really unexpected. 1 Share this post Link to post
DoomGappy Posted October 30, 2023 Another one: I actually like how Brutal Doom and its variants change some of the behaviours of enemies. It makes the experience completely different from what vanilla is. The only downside is that it's generally a gorefest. I would totally play a mod that replaces some of the behaviors of enemies but remains mostly vanilla in relation to the levels of gore and other things like that. It is one of the things that got me into Doom, admittedly. Ah, to be young again! 1 Share this post Link to post
Amaruψ Posted October 30, 2023 Tim Willits' maps are far worst than Sandy Petersen's. 1 Share this post Link to post
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