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What small tweaks to Doom's gameplay would you have suggested to id?


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Posted (edited)
6 minutes ago, MundyC said:

Reduce the revenant tracer damage from 10 - 80 to 8 - 64, like the Baron and Mancubus projectiles.

 

There is no reason why those shits need to do so much damage.


What really gets me is the wild rng that it has, even if it did 80 damage consistently that would be better than 10-80 as it can properly be balanced around being so powerful

Edited by Snaxalotl

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Posted (edited)
22 minutes ago, Snaxalotl said:

I'm still mad that doom 2 doesn't support episode selections inherently and has locked skies for each level. Yes I understand that mapinfo exists and that's not the point, I'd want it for pure vanilla.

Huh? I didn't know that the skies can be locked for each level, that's new to me, and I've been playing doom for 3 years now.

Edited by Ozcar

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25 minutes ago, Ozcar said:

Huh? I didn't know that the skies can be locked for each level, that's new to me, and I've been playing doom for 3 years now.


I mean that Each sky has to correspond with a certain level even though the texture can be replaced.

Sky1 1-11
Sky2 12-20
Sky3 21-32

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Posted (edited)
7 minutes ago, Snaxalotl said:


I mean that Each sky has to correspond with a certain level even though the texture can be replaced.

Sky1 1-11
Sky2 12-20
Sky3 21-32

Damn, that suck, I wish the skies weren't locked by the each episode of doom 2

Edited by Ozcar

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Posted (edited)

- An option for a small crosshair element on the HUD. Which would tie in nicely with...

- The pistol always has perfect accuracy and fires 33-50% faster.

- The chaingun takes a short amount of time to spin up before it fires, but has a faster fire rate once it gets going, chewing through ammo faster. (Thus giving the pistol a niche use.)

- The Plasma rifle has to reload every 40 shots to give it SOME kind of significant drawback. (If you have ammo, it's just plain the best weapon for nearly every situation.)

- The Baron of Hell has an attack which is more interesting and threatening than just being a more damaging, differently colored Imp fireball. (The Hell Knight can stay the same as the current version.)

- Remove the "leaky" radsuit "feature"

Edited by Stabbey

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16 minutes ago, Stabbey said:

-Remove the "leaky" radsuit "feature"

The Leaky rad suit not being a glitch is still mind boggling to me why would you have that be intentional?

 

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Posted (edited)
  • Halve Lost Soul health.
  • Give Cyberdemon and Mastermind BFG tracer inmunity.
  • Give the Mastermind a BFG counter attack as part of its pain state.
  • Increase BFG ball minimum damage to 400.
Edited by Solmyr

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Posted (edited)
3 hours ago, CacoKnight said:

Disable infinitely tall actors.

 

I agree but technically they're not infinitely tall. That's why projectiles can go over and under actors. It's just the collision code isn't as good as it should be  - same reason why in the original game you can get melee attacked by bad guys above and below you that are out of reach.

 

As for my suggestion as well the above, I would do something to make the Spiderdemon a more fearsome final boss. 

Edited by Murdoch

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Instant weapon switching instead of a full second of not being able to do anything

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  • Less of a gameplay and more of a map/engine featur, but re-add slopes. Carmack pulled it off on the Raven engine (even if somewhat limited), why not Doom engine?
  • Keep at least one Hellish weapon. Dark claw or Unmaker, it doesn't matter to me.
  • Put revenant, arch-vile, and/or mancubus in the first game/Ultimate Doom.
  • Make chaingunner firing sound use the pistol sound.
  • Give lost souls the ability to resurrect a single monster nearby them (even monster corpse decorations), at the expense of their own life.
  • Reduce the plasma rifle firing rate so as to make them less noisy and ammo-consuming.
  • Make the fist actually silent so that the player can play more stealthily a la Doom Bible.

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Few ideas that shouldn't be very demanding to implement. 

 

Melee attacks.

If you're near an imp, let's say, it swipes its claws at you, and you back away, a fireball comes out instead. I suggest it didn't, and the imp would basically miss the melee attack. Melee attack becoming projectile feels really weird to me. No extra animation, no more than a few lines of code. 

 

Tie functionality to some flats. 

This is something they did later with quake. There, if you place a liquid brush, let's say lava, it automatically gets a few default properties. It starts emitting light, sound of cracking and bubbling, when in it, it changes physics, tints screen, hurts etc. None of those things are separate entities/functions the mapper has to place. Obviously doom is very different but it would be nice convenience, to have damage tied to a flat. It could be standardized on the engine side. 

 

More control in the pwad. 

Having map titles and so many other things hard coded is pretty disheartening. Again, something they'd later address with quake and raven with hexen. Giving people control over more things would be great. 

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10 hours ago, DNSKILL5 said:

Make spidermastetmind use the spread attack of the SSG for its shots instead of just being a regular chaingun.

 

Spidie actually uses the same attack as the Shotgun zombie.

 

The Doom2 manual describes the Spiders weapon as a super chaingun.

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11 hours ago, Devalaous said:

Removal of the nonsensical 'leaky rad suit' thing thats not documented in manuals 


Wait I've always played DooM and did not know this was a thing, is that an inside joke here or does that actually happen??

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I'd add ambient sound things, stacked sector effects and make the Doom II hanging corpses non-blocking by default. 

 

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id add a mechanic where if when an enemy is sufficiently damaged it goes into a stagger state and you can melee it for he--... aaaa gotcha but real talk
1. get rid of infinitely tall monsters, i'm sure they could figure out a way to work out collision better since projectiles already don't do infinitely tall collision
2. reduce the range of certain rng mechanics or change them entirely, e.g. for doom 2 make revenants direct missiles do 60 damage while homers do 30 damage, just get rid of a lot of rng stuff
3. increase the speed of weapon swapping
4. diversify the roster slightly more, less imp clones for example, make the projectile patterns of characters more interesting, an idea i had would be to make imps have faster projectiles, do what the barons had in Valiant with the split projectile but lower their health so they aren't so boring. I think they could have made another interesting melee type monster halfway between a lost soul and a pinky that leaps at you, just ideas to make the dance a little more complicated and interesting, I don't like revisiting doom 1 because i find the roster so boring so just the same philosophy they did with doom 2's roster changing up the dance.

5. i think doom 2016 making the pistol infinite wasn't the worst idea, they could bring that over because i've literally been screwed over in some map sets by skimpy ammo choices and wouldn't mind saving the run by having to grind with the pistol.

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40 minutes ago, JoeyKelastiof said:


Wait I've always played DooM and did not know this was a thing, is that an inside joke here or does that actually happen??

it happens lol decino's got a vid on it

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45 minutes ago, JoeyKelastiof said:


Wait I've always played DooM and did not know this was a thing, is that an inside joke here or does that actually happen??

You are not being messed with, this is an actual thing that the id boys thought was a good idea for some reason

When standing on a 20+ damaging sector while wearing a radsuit: You'll have a roughly 2.3% chance of the floor just ignoring your radsuit and dealing full damage anyways. Hence the title "leaky radsuit

https://doomwiki.org/wiki/Damaging_floor#.22Leaky.22_radiation_suits

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I don't get what's so ridiculous about the leaky rad suit. It only happens on the most damaging of floors which is usually lava. Kind of makes sense to me.  Just another danger to consider. I also don't get the hate for rng. I like things being kinda unpredictable. Adds spice. I wouldn't want enemies to all be exactly the same. Some imps are stronger than others, some are pussies. Adds more to the imagination.  

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I would simply tell id Software to do this with Doom:

image.png

 

 

 

 

 

9 hours ago, Stabbey said:

- The Plasma rifle has to reload every 40 shots to give it SOME kind of significant drawback. (If you have ammo, it's just plain the best weapon for nearly every situation.)

 

Every 40 shots the plasma rifle should fire a rocket.

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2 hours ago, fruity lerlups said:

it happens lol decino's got a vid on it

 

2 hours ago, No-Man Baugh said:

You are not being messed with, this is an actual thing that the id boys thought was a good idea for some reason

When standing on a 20+ damaging sector while wearing a radsuit: You'll have a roughly 2.3% chance of the floor just ignoring your radsuit and dealing full damage anyways. Hence the title "leaky radsuit

https://doomwiki.org/wiki/Damaging_floor#.22Leaky.22_radiation_suits

 

Ohh I see, thanks! I guess I could go on the topic "things you just found out about doom" and add this one :D

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no leaky rad-suit

 

no red screen gaming, or any colored screen for that matter, with the sole exception of invincibility

 

rad-suit lasts forever like with the berserk

 

no rng damage, make it set values, both for enemies and player

 

semi automatic firing pistol, and faster firing chaingun

 

faster weapon swapping

 

no auto swapping when picking up weapons

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remove all non-melee hitscan weapons and replace with projectiles.

remove the end of level timers/par times/kills/items/secrets entirely in favor of a multiplier-heavy scoring system that is hidden from the player until level intermissions.

replace or reduce randomness in favor of increased projectile speed from all enemies (imps especially).

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Take some of the grease off of doomguy's feet.  It's like there's a bit of ice physics everywhere. 

Beef up the single barrel shotty a little bit.  It fires 7 pellets and the ssg fires 20. 

Lost souls need less health

Get rid of the pain elemental and punish it's creator. 

 

Not so small changes

Free look would be good (i can deal without jump, but my guy needs a working neck),

A super invincibility like the star power from Mario that makes you a walking ball of death

A hand cannon .357 style revolver. 

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6 minutes ago, heliumlamb said:

remove all non-melee hitscan weapons and replace with projectiles.

[one that doesn't apply]

replace or reduce randomness in favor of increased projectile speed from all enemies (imps especially).

can i interest you in some heretic on skill 5?

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Give the chainsaw a longer range, and make the weapon switching not take forever. If it didn't take years to switch to another weapon, I'm sure people would actually bother with using anything other than the SSG.

 

Oh, and proper collision detection for walking under/above enemies. I'm tired of having to deal with stuff like the E1M2 elevator Imp, dammit.

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my go-tos are:

zombiemen come back to life after 20? seconds and don't count towards the kill%

barons autokill you in melee

less shell and rocket carry capacity

potion/armour pick ups count for 3%

 

i feel like all those make the game better but it's a personal thing and maybe my nonsense is nonsense

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improve or remove the vanilla stiff horizontal autoaim, it usualy gets in the way and makes you miss some rockets/ cells.

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