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The question is within the context of Doom 2. I realize the answer could change based on who is fighting who, so just go with what your heart tells you overall. Feel free to post whatever thoughts you have on the matter. For me, probably the pinky demon/spectre, even if their range hinders them. It's hard for me to think of a situation where I'd want them to lose.
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Sounds like the sequel might be even more over-the-top than Doom Eternal tone-wise. If so, that's not as much my jam. More importantly, though, will be its gameplay, and as long as they don't double-down on the stoplight gameplay they used for Eternal, I remain optimistic.
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I've heard that a D&D game inspired a chunk of the original Doom's development. Aside from the general idea of a hellish invasion, are there other details about that game that directly inspired Doom? (Alternatively, recounting what he remembers of his D&D experience, even if it doesn't directly apply to Doom, if the former question is too constricting)
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I find it fascinating that, out of the end-of-level stats that get attention (kills, secrets, items, time) that items seem to be ignored pretty hard. This is understandable to a certain extent, as it seems common for WADs not to be designed with that focus in mind, so that got me wondering... Are there any WADs out there that are not just possible to obtain 100% of the items, but designed with that focus in mind? If so, please post about them and give the category some love! If not, that's a shame. Just imagine using armor bonuses only as the equivalent of challenge coins in a Mario game, placed in an area that's very out in the open and not a puzzle or secret to get into -- instead, it's a platforming challenge, or guarded by a particularly tricky fight, or requires quick reflexes to get.
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While not quite the same, I was a fan of the Nightmare Imp and Nightmare Demon in the console games. I also liked how the modern Doom games incorporated other invisible enemies.
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Doom doesn't actually have a lot of obviously very true facts. The sleuthing skill ceiling in the Doom community has just skyrocketed over the decades.
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I'm a little confused at some maps I would have thought would be hot starts instead of warm starts, like E1M9 and E4M1. Do those really require a shot to be fired before enemies come after you? The E1M2 bit was amazing! What are the conditions to reproduce it? Or for that matter, your analysis in general. Are they on UV, for example?
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How do you play DooM? Keyboard only vs Keyboard + mouse vs controller
SPG replied to DooM Bear's topic in Doom General
For normal play, keyboard and mouse. If I were to play PSX Doom or Doom 64 on their original respective systems, I'd obviously be using a controller, though I have more fun when I'm able to play them on PC. I have, however, played Doom 1 Episode 1 using keyboard only on UV with no auto-run, but that was primarily to get a sense of things for a personal project in addition to acting as a self-imposed challenge. I certainly don't prefer it, but I do find it odd that such a challenge is so vehemently looked down upon, considering the multitudes of other challenge types out there. -
I'm sure folks here could give examples of memorable powerful enemy encounters in Doom, and/or overwhelming numbers of enemies. For this thread, though, I'm curious about low-level enemies that stuck out to you, not because there were a hoard of them, but because they were placed in such a particular way as to stick with you. Maybe that placement made them harder than they'd normally be, maybe they gave a good jump scare, maybe it was just bonkers. An extremely vanilla example that comes to mind for me is in E1M3, when the lights go out after getting a key and a monster closet opens behind you with imps.
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To respond to OP and another post, yes, I was serious, and while difficult at times, I did do the first 2 myself for Episode 1 and wouldn't call it torture. I confess #3 might not be feasible, that was just an idea I was throwing out.
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For potential recommendations sticking with official materials as opposed to recommending other WADs. and not suggesting the usual other ideas such as Nightmare, pacifist, tyson, etc.: 1. Turning off auto-run and not using a sprint button. 2. Keyboard only 3. Avoid getting any health pickups.
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To answer the title's question: the game "should" have them as much as most any other game. I personally say why not? To answer the question posed in the text (what achievements should there be), I first needed to know what they were in the PSX and XBOX versions: https://retroachievements.org/game/11256 https://www.xboxachievements.com/game/doom-1993/achievements/ I'm not going to bother with Doom 64 or other Doom games, and I'd like to see if I could think up ones that would be fun not already included in the PSX or XBOBX. Here are my ideas: Get more than 100% kills in a level Collect 100% of the items in a level Gib 10 enemies in a single level Complete a level without taking any damage Get 100% kills using only your fists in a level Beat the Par time for a level Defeat the Spider Mastermind in Dis without using the BFG
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What the title says: what are some of your favorite exploration-focused maps? They can be official maps or not, doesn't matter. Also, if it's too hard to think of a whole map, describing the portion of a particular map is fine too. By "exploration-focused" maps, I mean ones where the primary (or at least significant) game experience or challenge of the map comes not from "combat puzzles" or slaughter or the like, but actually navigating through the map, perhaps to find keys to unlock areas, finding the path forward like one would through a maze, or perhaps even somehow manipulating the level itself to progress through it. I'll give a pretty simple example of one I enjoy -- E1M7 (Computer Station) of Doom 1. I find it has a nice combination of navigating a maze-like space that isn't explicitly a maze as well as some key-hunting. The level itself has enough landmarks and overall has a good aesthetic, and the keys, while not hard to find, help guide the flow of exploration. I'm sure folks can think of plenty of examples they don't like, but I'm only interested in the ones people do like here please.
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I don't have much to say at this time, and I'm hoping a conversation can start from your well-written and thoughtful thread here. One thing I can help with though is that the Doom Wiki is a good place to find information you're looking for as far as who worked on which maps: https://doomwiki.org/wiki/Entryway While others can better answer, I believe the general differences in map-maker styles are: John Romero is generally known for aesthetic quality and consistency Sandy Petersen is known for more experimental gameplay and map design Tom Hall arguably aimed for more "realistic" design (though whether that would have stayed true had he stayed is debatable) I can't speak to some of the others (American McGee, Shawn Greenn, etc.) Best of luck!