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Maximum Matt

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Everything posted by Maximum Matt

  1. That thing where you are checking the automap and are basically blind and vulnerable to attack - there were plenty of times I parked myself in what I thought was a safe area, then pressed tab to examine the map, only to get my ass mauled by the one demon I missed. That's always a heart-starter
  2. This calls for a celebration -
  3. I third it. And yeah, make the hell knight look a little bit more differenter, more than just a recoloring. This ain't Street Fighter II: Hyper Fight
  4. And every enemy the Archvile resurrects turns into a ghost cyberdemon.
  5. Have more playable characters, to be chosen at the start after picking episode and difficulty, with their stats and a big stylized photo of them - including a plucky female and a half-imp dude
  6. I believe the lore at the time implied that the cybernetic enemies (cyberdemon, spider, aracnotrons, mancubi, revenants) were the results of secret UAC experiments - the realisation being that the company have been 'working' with the aliens/demons for some time before the invasion. That there was a Betruger character in charge of betraying humanity and was working with the enemy, before they used our own technology against us (including teleportation tech). Makes them extra evil when you think of them that way. One of the few good ideas in the Doom novel was the idea that the enemy force created its' soldiers in accordance with Earth's Christian view of hell and demons - meaning they 'designed' the Baron Of Hell to look like the stereotypical image of the Devil (and like, cloned them or whatever). That can also work with the caco (that Lovecraftian picture they were based on IRL) and the imp (brown pointy monster, boogieman or something). Don't know what the demons could be based on but c'mon, it's an awesome design for a creature. And I've said this before, but the zombies are UAC workers/soldiers that have been 'zombiefied' by the Arch-Viles, I think - it fits with their attack (they can lock eyes with you and send you insane within seconds, unless they consider you too dangerous and light you on fire and blow you up Scanners-style instead) and can fit with the fact that there's none in Doom I - a whole bunch of them moved through the Phobos and Deimos bases, brainwashing all the staff as they went on their way....to EARTH... So yeah, that's the way it went down.
  7. I always thought this was to stop or slow down players who were trying to peace out of the level without taking on all the monsters - like, if they were gonna be chickens and leave, they'd have to still be dodging fireballs while they mess around with all the key doors. And yeah, this level sucks, the worst in Doom 1. Baron's Den, tho
  8. I like achievements. They should re-jig Vanilla so it counts up your achievement percentages so you know how much of the episode/DoomII you have completed. That would be all cool.
  9. And of course, the answers are completely nullified in Nightmare mode
  10. How many sectors/linedefs are used in those brown doorway thingies in the sewer part?
  11. So it's settled then. Someone remake that level. It looks awesome.
  12. Breaking oldschool IWAD maps - my focus these days is E2M4.
  13. Romero secrets A.K.A. the window to outside/another area that you can't find a normal door to. Secret chains (different to secrets-within-secrets): secrets that have switches in them as well as goodies, that telegraphs something else has happened in the environment and encourages further exploring/backtracking. Also, nobody puts decorations in secrets. Put decorations in secrets. Like in that one room in that TNT map, Nukage Processing I think it is
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