thiccyosh Posted September 10, 2021 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. 2 Quote Share this post Link to post
BladeWolf Posted September 11, 2021 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. 1 Quote Share this post Link to post
Deleted Account Posted September 11, 2021 The visuals and combat are inseparable for me. They just feel perfect together. 0 Quote Share this post Link to post
DeletedAccount Posted January 11, 2023 This is a post where everyone can discuss what they like/love about Doom! Discuss freely and in a friendly way ;) 7 Quote Share this post Link to post
Lucius Wooding Posted January 11, 2023 It's a game that has some of the most free, high quality user content out there, regardless of your tastes. No one is ever gonna be able to play more than a sampling of the WADs out there. 16 Quote Share this post Link to post
staros96 Posted January 11, 2023 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”. 14 Quote Share this post Link to post
dt_ Posted January 11, 2023 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 10 Quote Share this post Link to post
No-Man Baugh Posted January 11, 2023 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 4 Quote Share this post Link to post
spineapple tea Posted January 11, 2023 (edited) 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 January 11, 2023 by spineapple tea 9 Quote Share this post Link to post
Somniac Posted January 11, 2023 (edited) 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 January 11, 2023 by Somniac 6 Quote Share this post Link to post
Professor Hastig Posted January 11, 2023 The absolutely perfect weapon balance. There's a good weapon for everything and not one weapon that is a useless gimmick. No other game ever managed to create such a 'complete' arsenal. 3 Quote Share this post Link to post
BGreener Posted January 11, 2023 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. 6 Quote Share this post Link to post
Sneezy McGlassFace Posted January 11, 2023 (edited) 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 January 11, 2023 by Sneezy McGlassFace 8 Quote Share this post Link to post
Dusty_Rhodes Posted January 11, 2023 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. 6 Quote Share this post Link to post
Sneezy McGlassFace Posted January 11, 2023 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.. 6 Quote Share this post Link to post
SilverMiner Posted January 11, 2023 I like that doomguy doesn't comment on what's happening on the screen, while I do 4 Quote Share this post Link to post
Pechudin Posted January 11, 2023 The creative aspect, and its low-skill-floor, high-skill-ceiling. 4 Quote Share this post Link to post
King Know-Nothing Posted January 11, 2023 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. 6 Quote Share this post Link to post
TasAcri Posted January 11, 2023 I love the mix of of space tech, body horror and religious/satanic horror elements. 3 Quote Share this post Link to post
Hitherto Posted January 11, 2023 pwad madness like expanding universe 4 Quote Share this post Link to post
Noiser Posted January 11, 2023 (edited) - 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 January 11, 2023 by Noiser 7 Quote Share this post Link to post
MrBlaskovitz Posted January 11, 2023 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 2 Quote Share this post Link to post
Egg Boy Posted January 11, 2023 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. 5 Quote Share this post Link to post
Thelokk Posted January 11, 2023 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. 5 Quote Share this post Link to post
GarrettChan Posted January 11, 2023 Plutonia, the only 10/10 wad in my heart 5 Quote Share this post Link to post
DeletedAccount Posted January 11, 2023 (edited) 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 January 11, 2023 by Heck Yeah 3 assets of Plutonia- Chaingunner, Mr.Bones, Mr. Flameboy 1 Quote Share this post Link to post
SealSpace Posted January 11, 2023 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. 2 Quote Share this post Link to post
Eurisko Posted January 11, 2023 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. 3 Quote Share this post Link to post
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