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What's something about Doom you absolutely love?


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The simplicity.

 

You're just a guy in green with a gun killing demons. Like Vargskelethor Joel once said: "Doom is such a solid game, you can play it in your head and it works". Doesn't matter if the landscape looks like two blocks on another it just works. I love it.

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12 hours ago, thiccyosh said:

The simplicity.

 

"Doom is such a solid game, you can play it in your head and it works".

Now that it's proven that Human DNA can possibly store Doom's data, this is a possibility for the future when biogenetics and virtual reality evolves.

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  • 1 year later...

I always loved player movement. The bobbing when you move, the speed with which you move… just adds to the satisfaction of finishing a level after a long day (for me). It’s quick, easy to run, can be as long or as short a gameplay as you wish. I suppose I should change “quick” to “extremely flexible according to your gameplay taste and mood”. 

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When you fire a weapon, specifically the shotguns, any 'unused' shots not absorbed by the frontmost enemy whilst it's alive immediately pass through to any enemies that may be behind it, giving a satisfying crowd felling mechanic to weaker enemies.  Doom's contemporaries mostly have enemies still able to absorb fire whilst in their dying state, meaning the front monster takes all the shot regardless of health, making weapons feel loads less satisfying.  

 

Might be a little thing to most, but stuff like this keeps me coming back to Doom

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Doom 2's monster catalog and the SSG are a match made in heaven! having a reliable hitscan weapon that does a buttload of damage without the risk of missed shots I think helped players get comfortable with the overall larger heathpool of the demons introduced in Hell On Earth (+ retroactivly, The Caco), while the comparatively low damage (i.e. focusing all it's pellets on 1 meatier foe like a revenant or hellknight) and long reload time still kept the heavier armorments like the rocket launcher, plasma rifle, and BFG viable against a larger group of spongier demons

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Doom mapping has this perfect balance of being completely accessible to people new to mapping for video games while also having options like Boom/MBF and UDMF for more mature and and technical works. The fact that just about anybody can create as simple or as complex of a mod as they want is still incredible. I originally got back into Doom because I had this sudden fascination with mapping, but didn't have a game to map for. Now here we are. Thank you, Doom.

Spoiler

Also is this a parody of my thread or am I just narcissistic.

https://www.doomworld.com/forum/topic/110365-what-is-something-about-doom-that-you-absolutely-hate/

Edit: this has been merged with an older thread and now I look like an idiot.

 

Edited by spineapple tea

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That flow state of stream-of-consciousness movement where it feels like you're doing a dance routine with the monsters, except you get to shoot them. Its almost like falling out the back of your own head and flying on impulse, without really thinking about what you're doing, but what you're doing is actually quite precise and coordinated. That weird juxtaposition of almost tranquil, zen-like freeform gameplay with intensity and risk is hugely satisfying. Granted, Doom is not unique in that regard, but it surely pioneered this possibility. 

 

The fact that you can get monsters to do some of your work for you, through infighting.

 

The fact that building maps for Doom is not only accessible to newcomers (I knew nothing about mapping despite knowing the game very well), but a satisfying and rewarding form of artistic expression, where ideas and influence combine to create something always unique by virtue of the person doing it. Sure, it can be very frustrating, but when things come together the feeling of accomplishment is just awesome, even if its only a little thing. The wide option of mapping formats, and all their features, means that you can typically always accomplish your goal, within reason. 

 

The fact that Doom is quite literally the never ending game.

 

The community which has given so much and is a pleasure to learn from, and be a part of and contribute to, in my own small way. 

 

Edited by Somniac

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The colorful, cute, and quaint cacodemon! I still want a little one as a pet, if it got bored it could roll around and play with my cat.

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I love how the weapons scale with the enemies. You start a map with the pistol, right. Taking down a zombie takes a couple hits. Then you get a shotgun and you can kill a few with a single shot. Then the ssg and what, a dozen dudes fall with a single blast? Damn! That's just awesome! 

But the monsters are getting more hp too so you can still down ten zombies or imps but caco and hell knight takes more beating. And the baron more yet. But at that time you hopefully got rockets or energy weapons. 

No matter how many rockets you have, the paper thin shotgunner or chaingunner can still take you down in no time if you're not careful. That's just such a good design. And you can have hundreds or thousands of them and the game runs just fine. The kind of numbers Serious Sam dreams of. 

Edited by Sneezy McGlassFace

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The variety of textures in the IWADs. We're all sick of some, I'm sure. But if you use textures from Doom, Doom 2, and Final Doom, you're able to construct just about anything and make it look good. Heck, even sticking to just Doom 2, there's numerous authors who make amazing looking levels with just stock textures. There's everything from Exquisite Corpse to Going Down. It's pretty magical that we can still use these old textures and make unique looking levels. Even mapsets that replace numerous textures like Eternal Doom or Swim with the Whales still use stock assets here and there. That really shows how important and unique the visual style of the game is. 

 

7 hours ago, staros96 said:

I always loved player movement. The bobbing when you move, the speed with which you move… just adds to the satisfaction of finishing a level after a long day (for me). It’s quick, easy to run, can be as long or as short a gameplay as you wish. I suppose I should change “quick” to “extremely flexible according to your gameplay taste and mood”. 

 

6 hours ago, dt_ said:

When you fire a weapon, specifically the shotguns, any 'unused' shots not absorbed by the frontmost enemy whilst it's alive immediately pass through to any enemies that may be behind it, giving a satisfying crowd felling mechanic to weaker enemies.  Doom's contemporaries mostly have enemies still able to absorb fire whilst in their dying state, meaning the front monster takes all the shot regardless of health, making weapons feel loads less satisfying.  

 

Might be a little thing to most, but stuff like this keeps me coming back to Doom

Definitely these two as well. The movement in Doom is incredible and kind of addictive. Dodging monsters always feels great. And mowing down enemies with low health never gets old. 

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The maps being drawn on a 2d plane is a huge deal. Hats off to all the quake mappers, that is a huge pain! Making an entire map in UDB will take you about as much as a single room in Trenchbroom. If you count reasonable level of detail, lighting, vis and compilation.. 

 

You know what, that kinda makes me want to make the same map in doom with 3d floors and interactive portals, and slopes, and the same one in quake. And what that would be like..

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Being that I don't want to reiterate on the points already made, being that most of them are what immediately came to mind for me, I'll just go straight to where my heart lies in doom:

 

Cyberdemon butt.

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- It's a colorful game (the first one, at least)
- Complex combat flow with unique enemy patterns (Doom 2 monsters)
- Freedom of action, you can go as fast or as cautious as you want
- Mix of humorous and cartoony violence with horror atmosphere
- Non-linear level design that rewards exploration and replayability
- "Plug and play action" without cutscenes or splash screens

- Free form design (semi-abstraction is a bless)
- Caco is a cutie
 

Edited by Noiser

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The fact that the game is timeless, and no matter how old it is, it will never die out.

It will always have an active player base.

It's moddable as hell, the graphics are old but just old enough to always be relevant.

 

I. Love. This game

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There's a short little video out there that sums it up. "Action Button Reviews Doom" check it out on your lunch break or something.

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The textural / material aesthetics, and the fact that - unlike any and all FPS after 1999, current retro stuff included - it doesn't make me go blind or lightheaded with vertigo after five minutes. 

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46 minutes ago, GarrettChan said:

Plutonia, the only 10/10 wad in my heart

There are many masterpieces like Plutonia, AV, Lost Civilization, Plutonia 2, Sunlust, etc.

 

But Plutonia of Casali Brothers is epic coz it was the basis of almost or I dare say all maps that was made after the release of Plutonia Experiment.

Edited by Heck Yeah
3 assets of Plutonia- Chaingunner, Mr.Bones, Mr. Flameboy

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The Super Shotgun, Chaingun, Plasma Rifle, and BFG-9000. 

 

Some of the monsters like the Archvhile, Cyberdemon, and Spider Mastermind.

Some of the more surreal and nightmarish wall textures and decorates I've seen so far. 

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I could never nail it down to just one thing so here’s a few…..

 

The music in the entire series is amazing, from Bobby prince to Audrey hodges to Mick Gordon and beyond it has been absolute quality throughout.

 

Doom’s aesthetic is always appealing. The metal/flesh/occult/satanic/hell mash up across all the games. love it. 
 

SSG- Need I say more? 

 

Doom really is the greatest FPS of all time. 
 

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