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My thoughts on the game!


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hardcore_gamer said:

Also I just played the tower level which is one big platforming hell. Fuck that level, it's a black mark on an otherwise great game.

I honestly loved that level. Nothing too difficult if you're used to the movement system.

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Despite my earlier skepticism, those have pretty much gone away after playing single player. Hits a lot of the nostalgia nerves in the right places. It's gone above my expectations as well.

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hardcore_gamer said:

Only real gripe I have with it is that checkpoints sometimes force you to re-find the secrets you discovered. Also I just played the tower level which is one big platforming hell. Fuck that level, it's a black mark on an otherwise great game.


This level in particular sticks out in my mind because of a big setpiece battle near the end that really drove home everything I love about the Doom games that I missed in every subsequent id Software game: white knuckle battles where you have to give it everything you got to survive.

This crushingly heavy galloping riff explodes as enemies just start spawning all around me. I had to use nearly every weapon, melee kills, chainsaw and it was the most exhilarating experience I've had in any recent shooter I can remember.

Serious Sam, Painkiller, Hard Reset, Wolfenstein TNO, Shadow Warrior... Nothing compares to how strait up brutal this game is when it's firing on all cylinders.

I can't believe I'm saying this after how disappointed I was with Rage.

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Man these levels are really fucking good, I loved the fuck out of foundry, the one after that was really good too. What levels are also really good (level name and number) and why?

Spoiler

also I've noticed something really cool, the secret classic levels are all in the level that is most similar to them ex: entryway in the first level, and nuclear plant in foundry (basically a nuclear plant), does this theme stay true the whole game (also does perfect hatred return :P )

Edit: Fuck, IGN uploaded a review in progress: 7.1

Some of the bad things they talked about that dragged the score down were basically retarded, so I wouldn't take that "review in progress" for a grain of salt

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Glaice said:

Despite my earlier skepticism, those have pretty much gone away after playing single player. Hits a lot of the nostalgia nerves in the right places. It's gone above my expectations as well.

I don't blame anyone for being skeptical. id haven't had the best track record since Doom 3, nay, since the 90s. And to think what the new Doom could have been...

Personally it meets my expectations, which were already pretty high. It even throws me a few curve balls. And it's nice to see so many Doomers gushing over it. I hope it's as commercially successful as it is with the community, it deserves it.

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The amount of health and ammo you get from GKs should have been like on Nightmare on all difficulties. Sadly, Nightmare is too hard, to the point of being unfun and unDoom. It takes two imp fireballs to bring you down.

I am thinking about writing an essay on ammo/health balancing and their relation to level design.

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DooM_RO said:

The amount of health and ammo you get from GKs should have been like on Nightmare on all difficulties. Sadly, Nightmare is too hard, to the point of being unfun and unDoom. It takes two imp fireballs to bring you down.

I am thinking about writing an essay on ammo/health balancing and their relation to level design.

Also I noticed you can get health from normal kills (or at least it seems to happen now and then, but I am not sure if it needs them to die by an explosive barrel or what). Is usually just one small drop though and is sort of paltry compared to the amount given through glory kills.

I sort of think they should add an alternate version of each difficulty mode, with it keeping the damage the same on all of them, lowering the amount of pinata drops given (normal, chainsaw, and glory kills), but having the aggressiveness of enemies and maybe amount of enemies increase for each higher difficulty.

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Been playing on Ultra Violence, and HOLY SHIT Is It Intense, It's the most fun I've had.

Sadly though, I had to quit when I first got to Hell because I got tired, but whatever the case, this DOOM Is a blast and reminds me of DOOM 1 and 2 so much.

It brings a blood soak tear to my eye.

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DooM_RO said:

Sadly, Nightmare is too hard, to the point of being unfun and unDoom.


Well did you ever try Nightmare for the classic doom back in the day when we didn't have mouselook? :D Wasn't very fun. Undoom? I think not.

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LittleBurger said:

Also I noticed you can get health from normal kills (or at least it seems to happen now and then, but I am not sure if it needs them to die by an explosive barrel or what). Is usually just one small drop though and is sort of paltry compared to the amount given through glory kills.

I sort of think they should add an alternate version of each difficulty mode, with it keeping the damage the same on all of them, lowering the amount of pinata drops given (normal, chainsaw, and glory kills), but having the aggressiveness of enemies and maybe amount of enemies increase for each higher difficulty.


From my observation, when the "low health" indicator is on, you get health from killing enemies regardless of the way, but much less than glory killing them. Also, glory killing seems to drop more health the lower your health is. Same goes for ammo, allthough I haven't understood that 100%. Looks like if ANY of your guns is in "low ammo" state (not only the one you are currently using), enemies can drop ammo. But have to check that one out further.

BTW: Allthough we all know that spomeone will eventually achieve it, do any of you plan to >really< try to beat Ultra-Nightmare? I checked out Nightmare, and it is already at a point that may be too hard for me. I haven't memorized enemy spawn points enough to not backpedal into a newly spawned Hellknight that depletes most of my health or outright kills me. For now, I am "replaying" my game slot on Ultra-Violence with the aim to go 100% on all maps. Maybe I will try Nightmare again after that, with the powerups already there, but beating it with a new gameslot..phew...so I at least wont spend too much time there when SnapMap is also waiting.

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tuo said:

From my observation, when the "low health" indicator is on, you get health from killing enemies regardless of the way, but much less than glory killing them. Also, glory killing seems to drop more health the lower your health is. Same goes for ammo, allthough I haven't understood that 100%. Looks like if ANY of your guns is in "low ammo" state (not only the one you are currently using), enemies can drop ammo. But have to check that one out further.

BTW: Allthough we all know that spomeone will eventually achieve it, do any of you plan to >really< try to beat Ultra-Nightmare? I checked out Nightmare, and it is already at a point that may be too hard for me. I haven't memorized enemy spawn points enough to not backpedal into a newly spawned Hellknight that depletes most of my health or outright kills me. For now, I am "replaying" my game slot on Ultra-Violence with the aim to go 100% on all maps. Maybe I will try Nightmare again after that, with the powerups already there, but beating it with a new gameslot..phew...so I at least wont spend too much time there when SnapMap is also waiting.

That seems about right then, even if it still seems wonky in a way to me. Feels like it needs some balance between the two. Though I guess it does sort of flow well with combat. The ammo from normal kills seems to happen less than the health, though it gives about as much (as the health drop in a way) when compared to the amount gotten from glory kills or the chainsaw.

I probably won't, I'm going through the game on uv and may try nightmare after that (but the increase in difficulty being caused mainly by damage done to the player is a turn off for me). Does the difficulty increase enemy hp as well or only damage (and aggressiveness as well when comparing the enemies on uv to how they acted on hmp during the sp stream)?

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LittleBurger said:

That seems about right then, even if it still seems wonky in a way to me. Feels like it needs some balance between the two. Though I guess it does sort of flow well with combat. The ammo from normal kills seems to happen less than the health, though it gives about as much (as the health drop in a way) when compared to the amount gotten from glory kills or the chainsaw.

I probably won't, I'm going through the game on uv and may try nightmare after that (but the increase in difficulty being caused mainly by damage done to the player is a turn off for me). Does the difficulty increase enemy hp as well or only damage (and aggressiveness as well when comparing the enemies on uv to how they acted on hmp during the sp stream)?


There also are runes which enable you to get more ammo from enemies, or for example armor along with health from glory kills.

But I haven't checked them out yet, as I found the challenges "quite challenging" and basically skipped them completely during first playthrough.

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On second thought, GKs giving more health when under 50% is not THAT bad. The lower-tier enemies in the new game are a lot more dangerous than in Doom 1. Those zombie troopers have that annoying plasma ball. It is quite interesting too. It detonates at your last position instead of harmlessly hitting a wall.

Ammo is another thing though and I will say why in a later post. There is simply too much specialized ammo like rockets and plasma.


Some of the secrets are really creative and hidden. Level design is definitely on par with the original levels and I would say superior in many places. The Foundry level is better than E1M2 for instance.

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One of my favourite levels was VEGA Central Processing. The overall look of that level, coupled with the huge arena with the four cooling things you have to destroy...it flowed so very well. Plus the ending of that level was just awe inspiring.

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Just beat the shit out this game on NIGHTMARE! Jesus iD! Thank you for this game! <3 These guys still got it. They just proved that they are still the kings of FPS genre! It's sooo good! Especially if you compare this game to other shooters on the market.

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Enforcer said:

Just beat the shit out this game on NIGHTMARE! Jesus iD! Thank you for this game! <3 These guys still got it. They just proved that they are still the kings of FPS genre! It's sooo good! Especially if you compare this game to other shooters on the market.


Wow, I tip my hat :)

https://zippy.gfycat.com/CreepyPreciousAzurevase.webm

I'm currently in total "I don't know what to do first"-mode. Playing two or three multiplayer rounds, then starting another SP mission to 100% it, then going back to fiddling with my first SnapMap map.

There is so much to do, and I am having fun with everything, even the Multiplayer now is great fun to me. id, what did you do???

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I don't want to spoil too much for myself, so I' ll just ask some questions about smal details. I really have to stop watching playthrough videos as well before I finally find time to play it myself, but it just all looks so great.

So:

- Are there different skins for the monsters? Is the eyeless Imp design from the early screenshots still in?

- Do you actually encounter NPCs, or is it all via com and echo recordings, like in the first level?

- Can you turn the music off? It sounds great, but I often prefer just ambient sounds.

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I don't know if you can turn the music off and keep the ambient songs, but why I do know is that you do encounter NPCs (the encounters aren't long at all, they're usually behind glass or far away while they say something quick or perform some action)

I'm not far enough into the game to comment about the skins

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I didn't mean keeping the ambient music, I mean turning the music off so I can fully enjoy the ambient soundscape (machinery, wind, etc) and the roaring of the monsters.

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Tetzlaff said:

I didn't mean keeping the ambient music, I mean turning the music off so I can fully enjoy the ambient soundscape (machinery, wind, etc) and the roaring of the monsters.

You can do that. ;)

As for monster skins, I think I was too busy tearing shit up to notice most of them. There's a few obvious variations, though.

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Cool, so they really added many options to customise the game according to your preferences.

As for the Imp skins, I think you would have noticed it when you ripped an Imps head off and he had no eyes and a different color scheme :)

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Some questions to people who either also finished the game/played more than me/have more insight than me:
(I don't think these are spoilers...of someone feels offended, I will edit my post)

Pinky, Spectre and both Mancubus versions:
does the purple hit effect mean they take no damage at all, or simply reduced damage? My observation until now is that the Pinky takes no damage at all from the front, unless splash damage is involved (Rocket Launcher). The Mancubus - it seemed - also takes (reduced) damage when not hitting the head/bowel/back, because I think (as in, I am not sure) I staggered (glory kill highlight) one once while hitting him on the armor, but I am not sure.
The Spectre...does he have no armor at all, or only reduced armor? I noted that I could take him down facing him, but had to throw quite some firepower at him (Rockets worked best, it seemed), while shooting his tail (when I saw it clearly) resulet in nearly an instant kill/stagger

Shotgun guy:
The shield switching colors...is this only an effect, or can you actually disable the shield by inflicting enough damage over a short period of time? I tend to kill them either with frag granades, or lured them into the shield bash (which I had trouble at first timing right) or later by firing rockets slighty behind them...but I think I never managed to drop the shield, regardless of what funny color it changed to.

Revenant:
Does he take more damage when shooting his legs? I killed quite a few (without them even going into stager mode) while shooting the legs (which promptly come off)

Caco:
It's a love-hate-relation. Anyone else?

would be great to get some more insight on these topics :)

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tuo said:

Some questions to people who either also finished the game/played more than me/have more insight than me:
(I don't think these are spoilers...of someone feels offended, I will edit my post)

Pinky, Spectre and both Mancubus versions:
does the purple hit effect mean they take no damage at all, or simply reduced damage? My observation until now is that the Pinky takes no damage at all from the front, unless splash damage is involved (Rocket Launcher). The Mancubus - it seemed - also takes (reduced) damage when not hitting the head/bowel/back, because I think (as in, I am not sure) I staggered (glory kill highlight) one once while hitting him on the armor, but I am not sure.
The Spectre...does he have no armor at all, or only reduced armor? I noted that I could take him down facing him, but had to throw quite some firepower at him (Rockets worked best, it seemed), while shooting his tail (when I saw it clearly) resulet in nearly an instant kill/stagger

Shotgun guy:
The shield switching colors...is this only an effect, or can you actually disable the shield by inflicting enough damage over a short period of time? I tend to kill them either with frag granades, or lured them into the shield bash (which I had trouble at first timing right) or later by firing rockets slighty behind them...but I think I never managed to drop the shield, regardless of what funny color it changed to.

Revenant:
Does he take more damage when shooting his legs? I killed quite a few (without them even going into stager mode) while shooting the legs (which promptly come off)

Caco:
It's a love-hate-relation. Anyone else?

would be great to get some more insight on these topics :)


They do take damage!

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Enforcer said:

They do take damage!


Shotgun Guy through the shield?

Pinky from front?

Okay, I have to test that.

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tuo said:

Shotgun Guy through the shield?

Pinky from front?

Okay, I have to test that.


Pinky and the Mancubus take damage! I guess the whole force field effect is just a hint that using your standard weapons in not such a good idea. But it still can be done. .Dropped Mancubus from the Combat Shotgun and SSG a bunch of times.

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Oh BTW guys. You don't have to beat the whole game without dying to get the trophy (THANK GOD) Only the first level! Going to platinum this game in a couple of days

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Alright so ive got a question. I'm thinking of buying doom.
But id like to know if me and my friend could CO-OP build in snapmap.
Like, create a lobby, join snapmap and work on a map TOGETHER.

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vandalen said:

Alright so ive got a question. I'm thinking of buying doom.
But id like to know if me and my friend could CO-OP build in snapmap.
Like, create a lobby, join snapmap and work on a map TOGETHER.


Although I haven't tried doing this, I doubt it. From what I remember, when you enter the Snapmap builder there is no lobby system or option for someone to join you.

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