MFG38 Posted August 26, 2021 I'll kick this off by sharing mine: Doom 2's music track naming convention. I have no idea why id did it the way they did. The map-specific tracks in doom.wad had a very clear and consistent naming convention - D_ExMy - and Doom 2's, in comparison, is somewhat headache-inducing. I'm in the process of compiling my 3rd community project mapset, and exporting the MIDIs from everyone's maps and renaming them correctly is always the worst part of it. I do remember most of the track names by heart, but there's always a few I forget and have to refer to doom2.wad about. It's ultimately not a big deal by any means, but I would prefer a similar naming convention to Doom 1's, where the tracks would be named D_MAPxx. 4 Quote Share this post Link to post
Gibbon Posted August 26, 2021 DOOM 2 Map 1's music.. that bloody 'buh buh buh' midi track is just the most hideous sounding start possible.. compared to Doom 1's first track, it just does not sound badass at all. 2 Quote Share this post Link to post
Demondice Posted August 27, 2021 As much as I love the super shotty, I like the extra range and economic ammo usage of the standard shotty in Doom 2 for certain situations. I use it often to clear out the last few stragglers in a room amongst other uses, and I'm sure many others do too. I absolutely hate having to cycle past the ssg to get to it. 0 Quote Share this post Link to post
Nikku4211 Posted August 27, 2021 Weapons take too long to switch between. It can often make or break an otherwise fun deathmatch. 2 Quote Share this post Link to post
kinker31 Posted August 28, 2021 I've got a couple: Revenants: I know there's a good amount of the Doomworld community that'll beg to differ on this one, but I have a few bones to pick with Mr. Doot-Doot. Their painful projectiles wouldn't be so bad if they didn't sometimes act more like walking bombs than actual heatseekers. I also think their health should've been dropped to 220-225 (the average damage total of a super shotty blast, I think), but to be fair, that's not really so much the Revenant's fault as is it is the somewhat ridiculous RNG damage spread the weapons have. Enemy Hitscans: As much as Revenants ruffle my feathers, at least I could, in theory at least, be able to consistently dodge them and consistently kill them. Not with the Chaingunner, Shotgunner, and even the lowly Zombieman. Of course, it's not like they can't be killed easily, the opposite really, but trying to wipe a huge crowd of them on multiple sides out before they chip off 75% of your Armor/Health pool might as well be a coin toss. As for the Archvile, I think it'd be much less of a necessary evil and a lot more fun to deal with if it was a short-lived pillar of flame you'd have to run from instead. The Pistol: The Pistol just might be the only weapon in the game that has just about no viable use whatsoever. The regular shotgun's still useful for dealing with groups of lower-tiers, and the plasma rifle's good for dealing with higher tiers, but the pistol? The 2 key might as well be disabled after you get the chaingun, with the only real disadvantage of the chaingun being a moot point when bullet ammo's plenty, which it'll almost always be. My personal approach to dealing with this would be to replace the pistol with an MP40-like that acts like the vanilla chaingun, and have the chaingun spew stunlocking 'death-by-a-thousand-cuts' bullets at the price of much higher (and much faster) bullet consumption, ensuring that bullets have multiple viable uses much like shells and cells. 1 Quote Share this post Link to post
Sena Posted August 28, 2021 I've got no idea what causes the pain elementals' kamikaze lost souls to actually deploy or not. I'm aware of the fact that theoretically if they're blocked by a wall that does it, but theory aside, sometimes when I'm pushed up against them, they implode, other times I get an angry skull in my face. 3 Quote Share this post Link to post
Mystic 256 Posted August 28, 2021 (edited) Infinite Monster heights gets really annoying sometimes, its feels like I'm running into a invisible wall sometimes when there's a a lot of flying monsters or when I'm going off ledges Edited August 28, 2021 by Mystic 256 1 Quote Share this post Link to post
StarSpun5000 Posted August 28, 2021 I hate it when enemies teleport in and a hitscanner telelports in and literally shoots me at the exact same moment. It doesnt happen often but when it does its a pain. 0 Quote Share this post Link to post
Gez Posted August 28, 2021 (edited) On jeudi 26 août 2021 at 3:37 PM, MFG38 said: I'll kick this off by sharing mine: Doom 2's music track naming convention. I have no idea why id did it the way they did. The map-specific tracks in doom.wad had a very clear and consistent naming convention - D_ExMy - and Doom 2's, in comparison, is somewhat headache-inducing. I'm in the process of compiling my 3rd community project mapset, and exporting the MIDIs from everyone's maps and renaming them correctly is always the worst part of it. I do remember most of the track names by heart, but there's always a few I forget and have to refer to doom2.wad about. It's ultimately not a big deal by any means, but I would prefer a similar naming convention to Doom 1's, where the tracks would be named D_MAPxx. Since I have started to dabble a little bit in Lua scripting, here's a little SLADE goodie that I offer to alleviate this issue: -- An archive script will run the execute function (below) on the current archive -- Archive scripts can be selected and run from the "Archive->Scripts" menu function Execute(archive) local renames = { D_MAP01 = 'D_RUNNIN', D_MAP02 = 'D_STALKS', D_MAP03 = 'D_COUNTD', D_MAP04 = 'D_BETWEE', D_MAP05 = 'D_DOOM', D_MAP06 = 'D_THE_DA', D_MAP07 = 'D_SHAWN', D_MAP08 = 'D_DDTBLU', D_MAP09 = 'D_IN_CIT', D_MAP10 = 'D_DEAD', D_MAP11 = 'D_STLKS2', D_MAP12 = 'D_THEDA2', D_MAP13 = 'D_DOOM2', D_MAP14 = 'D_DDTBL2', D_MAP15 = 'D_RUNNI2', D_MAP16 = 'D_DEAD2', D_MAP17 = 'D_STLKS3', D_MAP18 = 'D_ROMERO', D_MAP19 = 'D_SHAWN2', D_MAP20 = 'D_MESSAG', D_MAP21 = 'D_COUNT2', D_MAP22 = 'D_DDTBL3', D_MAP23 = 'D_AMPIE', D_MAP24 = 'D_THEDA3', D_MAP25 = 'D_ADRIAN', D_MAP26 = 'D_MESSG2', D_MAP27 = 'D_ROMER2', D_MAP28 = 'D_TENSE', D_MAP29 = 'D_SHAWN3', D_MAP30 = 'D_OPENIN', D_MAP31 = 'D_EVIL', D_MAP32 = 'D_ULTIMA', D_RUNNIN = 'D_MAP01', D_STALKS = 'D_MAP02', D_COUNTD = 'D_MAP03', D_BETWEE = 'D_MAP04', D_DOOM = 'D_MAP05', D_THE_DA = 'D_MAP06', D_SHAWN = 'D_MAP07', D_DDTBLU = 'D_MAP08', D_IN_CIT = 'D_MAP09', D_DEAD = 'D_MAP10', D_STLKS2 = 'D_MAP11', D_THEDA2 = 'D_MAP12', D_DOOM2 = 'D_MAP13', D_DDTBL2 = 'D_MAP14', D_RUNNI2 = 'D_MAP15', D_DEAD2 = 'D_MAP16', D_STLKS3 = 'D_MAP17', D_ROMERO = 'D_MAP18', D_SHAWN2 = 'D_MAP19', D_MESSAG = 'D_MAP20', D_COUNT2 = 'D_MAP21', D_DDTBL3 = 'D_MAP22', D_AMPIE = 'D_MAP23', D_THEDA3 = 'D_MAP24', D_ADRIAN = 'D_MAP25', D_MESSG2 = 'D_MAP26', D_ROMER2 = 'D_MAP27', D_TENSE = 'D_MAP28', D_SHAWN3 = 'D_MAP29', D_OPENIN = 'D_MAP30', D_EVIL = 'D_MAP31', D_ULTIMA = 'D_MAP32', } for i,entry in ipairs(archive.entries) do if (renames[entry.name]) then archive:RenameEntry(entry, renames[entry.name]) end end end So how does it work: Start SLADE 3 Tools -> Script Manager File -> New Editor Script Choose "Archive" as the script type, and for name use something like "Rename Doom II Tracks" or whatever seems clear to you Copy-paste the above code Save Quit and then restart SLADE (it's needed to get the new script actually added to the interface) Open doom2.wad or whatever other wad contains music tracks using the Doom II format Archive -> Run Script -> Rename Doom II Tracks (or whichever name you chose for that script) Marvel at the result Run the same script again to "toggle" back the track names to their original form Keep doing that over and over again all day long like a maniac (optional) Edited May 15, 2023 by Gez SLADE update decided that execute and renameEntry needed their first letter capitalized now 2 Quote Share this post Link to post
out_of_service Posted August 28, 2021 Sandy Petersen maps. I know that he didn't have much time and things were rushed, but they do leave a foul taste in the mouth. 0 Quote Share this post Link to post
BaileyTW Posted August 28, 2021 11 hours ago, Sena said: I've got no idea what causes the pain elementals' kamikaze lost souls to actually deploy or not. I'm aware of the fact that theoretically if they're blocked by a wall that does it, but theory aside, sometimes when I'm pushed up against them, they implode, other times I get an angry skull in my face. Or sometimes even worse, I get caught between the wall I tried to snuff the lost souls out with and those lost souls. 0 Quote Share this post Link to post
TheNoob_Gamer Posted August 29, 2021 I hate how tanky Lost Souls feel at times. They are just floating skulls, yet somehow each eats 2 shells to be taken down. Also the fact Pistol/Chaingun sounds like slapping a bunch of papers. 3 Quote Share this post Link to post
BaileyTW Posted August 29, 2021 (edited) Inescapable pits. There can be some other small annoyances in design, but none of them are that aggravating and more importantly, none of those details of design feel like they were made to aggravate me. Every single inescapable pit in Doom aggravate me more because I know each of them was design that way to aggravate me and waste my time. The only reason I don't absolutely fucking despise Doom 2's The Chasm is because I've beat my head into it enough to tolerate it out of spite. Edited August 29, 2021 by BaileyTW 4 Quote Share this post Link to post
Rytrik Posted August 29, 2021 On 8/28/2021 at 4:08 AM, kinker31 said: IThe 2 key might as well be disabled after you get the chaingun, with the only real disadvantage of the chaingun being a moot point when bullet ammo's plenty, which it'll almost always be. My personal approach to dealing with this would be to replace the pistol with an MP40-like that acts like the vanilla chaingun, and have the chaingun spew stunlocking 'death-by-a-thousand-cuts' bullets at the price of much higher (and much faster) bullet consumption, ensuring that bullets have multiple viable uses much like shells and cells. What disadvantage does the chaingun have? 0 Quote Share this post Link to post
Faceman2000 Posted August 30, 2021 15 hours ago, Rytrik said: What disadvantage does the chaingun have? It uses two bullets instead of one every time it is fired. 0 Quote Share this post Link to post
kinker31 Posted August 30, 2021 (edited) On 8/28/2021 at 9:52 PM, TheNoob_Gamer said: I hate how tanky Lost Souls feel at times. They are just floating skulls, yet somehow each eats 2 shells to be taken down. Doom 64 went in the right direction by giving them only 40-50 HP as compared to the OG's 100 HP. Demon bones may be a bit tougher than human bones, but they're not made of lead. Edited August 30, 2021 by kinker31 2 Quote Share this post Link to post
KubaloBlackMT Posted August 30, 2021 (edited) Doom requires you to really suspend your disbelief in a lot of places, which I can do just fine and aren't a bad thing at all as long as its fun and I can suspend disbelief enough. You'll still eventually notice them though, things like: -1 inch high lava, because you can literally walk over it. -UAC bases have secret rooms hidden in random walls that lift up for some reason. -Phobos and Deimos have oxygen, and according to Phobos' sky, also has an atmosphere. -A superweapon based entirely on looking at a monster from the direction you fired at it instead of it just being a really powerful explosion. -Doomguy can't look up. I know that's an engine thing but come on, he has to look out of the corner of his eye all of the time to shoot threats and I imagine his fellow marines find it kind of weird that he isn't tilting is head up and is instead just looking up into the sky like he's having an orgasm. -Demons take highly advanced technology and all they do with it is put some guns on Demons. I mean, that's fine and all, but there could definitely be more, like corpse refrigeration or something. -A double barreled redneck lawn defense shotgun is capable of making a crowd of men drop. Then again, the spread on that gun is really big. So clearly that's where the "super" must've come from. -If I had the same meatpile-making power that the berserk pack has, making smoothies would be so much easier. -The guy who got name a weapon "Big Fuckin' Gun" deserves the same amount of awesomeness points as the people who name villages, cities, and neighborhoods after swear words. -Every UAC level is probably situated in some crater since there's always a border around it. -Soldier's of specific ranks carry very specific weapons and armor colors that pretty much tell you what rank they are. -Zombie= wicked green hair -The Spider Mastermind is a giant brain and controller of the invasion, and yet still hasn't tried the slaughtermap warfare tactic. -Some of Hell's strongest units are used sparingly against Doomguy. -Why did the UAC create Chainguns, they're literally rifle-style Gatling guns, and so they're not the most tactical weapon ever, must've been the Nazi blueprints. -The Hell levels in Doom 2 show proof that the demons didn't know what to do with Earth's structures and just kind of placed barrels and decorations on it. Maybe they're examining the architecture or something. Honestly, I think the REAL reason these things are the way they are because something in Hell WANTS you to progress and WIN THE GAME, so that he can trick you into entering the deepest reaches of Hell and MAKE YOU HIS BITCH!!!! Edited August 30, 2021 by KubaloBlackMT forgot to say "UAC" on a point 1 Quote Share this post Link to post
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