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What do you expect from DLC2?


Martin-CAI

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On 1/22/2021 at 5:39 AM, MrHofmann said:

 

  • The Hellhound from Doom 64 concept art. It could be a stray Marauder dog with two heads. Both heads shoot from their mouth, one head shoots projectiles, some of which require dash in order to avoid them, and the other shoots hitscan laser which requires jumping over it, similarly to Hellrazer attack. It also turns into specter mode while it tries to flank you with a mele attack when you are engaging someone else. It's weakness are it's heads, but shot off heads regrow after some time interval if you don't kill it before that. Heavy demon of course.
  • Actually I would like the Hellhound not to be firey but fleshy, muscular with big teeth, horns and claws. Also would be cool for it to have multiple tails with spikes along the entire spine. The size of this beast would be a bit bigger than a Pinky. I would like it to have tissue regeneration, which enables weak point regeneration (regrowing it's heads) and looks cool as hell. It's weakness could be the Destroyer Blade which would be the only weapon that can cut off all of its heads at once, after which it would be forced to specter mele you with its paws or tail/tails.
  • More distinct enemy spawn sounds,  it is crucial to know which and when an enemy spawned. I feel like too many enemies have the generic hissing/roaring demon sound, or maybe it's just me. The ones that stood out for me were Mancubus, Arachnatron, Whiplash and Cacodemon.
  • I loved the Blood Swamps, would like to see more of that. Best thing regarding this level, aside from the battles, is that it gives you choice in which order you traverse the branches from the center of the map. Thank you id, would like to see more of that please sice all the weapons and tools are already unlocked and each encounter being about equally hard makes the order in which parts of the level are traversed irrelevant. Except if there are specific plot points tied to certain parts of the level then freedom of traversal is impossible of course. Also, you creating the intensity and mood of the experience by removing our freedom and funneling us into a specific path of level traversal is OK as well, I like the run and gun with increasing intensity aspect as well. But unfortunately it is probably very hard to achieve both things at the same time.
  • Next what I would like to point out is the key card mechanic. There was one part in Super Gore Nest where the blue key was placed near the blue door. It was behind a breakable wall in the same room, close to the blue door to the point it had lost its purpose. It might as well just be a regular door, it wouldn't make a difference gameplay wise. The point is that key cards are closely related to the backtracking mechanic. I understand that backtracking is in general a purposeless mechanic because it adds very little to the experience, but removing backtracking makes key cards pointless as well. Backtracking can only be eliminated without breaking the key cards by designing levels in which paths loop on themselves (like Super Gore Nest), assuming there are branching paths at loop nodes. Super Gore Nest does not have branching paths which give you the freedom to choose the order in which you would find the three keys, so it's layout might as well be as Arc Complex. Branching paths, backtracking and keys are related mechanics and I would like to see more of them. I would love to see a combination of Super Gore Nest and Blood Swamps, three key door level with choice of path for key hunt. Also, I liked the light backtracking with key card at the beginning of UAC Atlantica Facility. Good job id.
  • Regarding bosses, in the base game I was expecting more platforming tied into the Icon of Sin fight. Namely,  I would have loved the Icon to enter Glory Kill state before the armor pieces were about to be destroyed and then platforming yourself, like jumping on floating building debris, to get closer to the damaged body part to finish it of with Blood Punch or the Crucible.  Failing to do so would result in heavy punishment. Transition between stages of fight would involve climbing up or down the floor of a building or jump from buildning to building. Maybe I was expecting too much. I really loved the Khan Mykr fight on my first run because I did not know that you get free blood punch when getting the Khan in GK state, so I was charging my Blood Punch before staggering her which made the fight a bit harder, more engaging and more satisfying when won. I was wondering if this was initially the way it was intended to be played and later changed by giving you free Blood Punch when staggering the Khan because it was too hard for casuals to do it this way, because it is the only part in the game where you get free Blood Punch. The Samur fight was great too. I expect the Dark Lord fight to be the best boss fight ever, to involve platforming, Meathooks, Blood Punches and usage of the new weapon, not just moving and shooting. Blow our minds id.

     

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I expect the best gameplay in a doom game so far, with Andrew's dull and uninspired music (you know typical Hulshult, guitar goes brrrr) and a little better than medicore music from Levy.

 

Miss you Mick...

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hey now the music he did for dusk was really good. I don't think it's his fault that mick gordon isn't part of the project anymore. lol

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2 hours ago, Robot_Joe said:

hey now the music he did for dusk was really good. I don't think it's his fault that mick gordon isn't part of the project anymore. lol

 

No, but some of Andrew's music in Blood Swamps is kinda... repetitive. He loops 1 higher pitched guitar pattern A LOT (begins where I linked the video). Whenever I watch people play Blood Swamps, that loop is all I hear. I blame my ear being sensitive to overused loops.

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1 hour ago, Rytrik said:

 

No, but some of Andrew's music in Blood Swamps is kinda... repetitive. He loops 1 higher pitched guitar pattern A LOT (begins where I linked the video). Whenever I watch people play Blood Swamps, that loop is all I hear. I blame my ear being sensitive to overused loops.

 

Yeah, there are reasons why Mick works on triple A titles and Andrew is the king of indie shooters kinda like he is Gordon's cheaper substitute. 

 

5 hours ago, Robot_Joe said:

hey now the music he did for dusk was really good. I don't think it's his fault that mick gordon isn't part of the project anymore. lol

 

Yes, Andrew did a good job on DUSK, his dark and heavy style fits the atmosphere but we are talking about TAG1/2, DUSK and doom are two completely different games, different styles and while his TAG1 music would be awesome in an indie game, Andrew didn't meet the standards for a triple A title. He is a good composer but not that good.

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6 minutes ago, Stoltzmann said:

 

Yeah, there are reasons why Mick works on triple A titles and Andrew is the king of indie shooters kinda like he is Gordon's cheaper substitute. 

 


Agreed. Variation is the key. Again, it could be my ear, and the fact that I've been spoiled by some incredible music throughout my life.. but the loops NEED to be worked on and not be overdone. Music loops need to be used with the greatest of care. That's something which Mick did really well - nothing felt like it overstayed its welcome in his music. Variety was the spice that Mick sprinkled on his music. 

 

6 minutes ago, Stoltzmann said:

Yes, Andrew did a good job on DUSK, his dark and heavy style fits the atmosphere but we are talking about TAG1/2, DUSK and doom are two completely different games, different styles and while his TAG1 music would be awesome in an indie game, Andrew didn't meet the standards for a triple A title. He is a good composer but not that good.

 

Definitely did not meet triple A title standards in TAG1. Though who knows, maybe his sound game will have stepped up for TAG2. We'll hear soon enough!

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