Hellbent
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Posts: 3772
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What level do you play the most out of all the levels by id or any other party?
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I think I play E2M4 the most. I by far play DOOM episodes 1-3 the most, then DOOM 2, then episode 4. Sometimes I think it's just because of the order the games came out. Although I don't play episode 1 more than episode 2 and 3. And I got DOOM 2 and the full version of DOOM at the same time, so I don't know if that computes.
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For some reason, though, Episode 4 doesn't do anything for me and DOOM 2 does a little, but doesn't measure up to the original 3 DOOM episodes. Maybe it's just because DOOM is easy. Doom 2 is hard. You have the annoying stairwell in the beginning in "The Living End" which makes it not too terribly fun to play. Although "The Underhalls" is easy and I don't enjoy playing that as much as say E3M4 which is harder. E3M4 I prolly play the second most, if not just as much as E2M4.
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I dunno, DOOM's atmosphere just rocks. I just can't stop talking about it. I will have to write an essay on what makes DOOM so great. I mean, look at the atmosphere of "The Underhalls" (Map02) and "The Gantlet [NOT THE FUCKING GAUNTLET - Lüt]" (Map03) - it's just nothing exciting. Boring even.
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Map 15, "The Industrial Zone". That had a nice feel to it. I like that level a lot. Even though it's hard as hell starting out with a pistol. I get the blue armor easy enough, but when I go for the BFG, I just can't make it outta that damn place alive.
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Map 20 "Gotcha" also is a good level, with cool secrets. Map 8 and 9 "Tricks and Traps" and "The Pit" are also good levels, close to the calibre of DOOM. But I prefer the small rooms, cramped passageways and hellish thisper haunts of DOOM over DOOM 2.
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Oh yeah, I play E2M2 a helluva lot too. Prolly just as much as E3M4 and E2M4 if not more. E2M1, too, because it's such a good episode opener. E3M1 has great atmosphere and is also a great episode opener but it doesn't have good replayability despite it's great atmosphere. That level is a testament to why linear levels are better than non-linear. I don't get why people prefer the non-linear style. Those levels are chaotic, confusing and lack the kind of atmosphere generated by a linear level like E3M1. Linearity gives the sense of exploration, journey and "getting somewhere" like, deeper into hell as was the case in DOOM. Non-Linearity is only good for DMing.
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I should be sleeping. But I'm not. I'm babbling about DOOM's greatness. My question, though, is why haven't there been levels and projects that can match DOOM? There just haven't been. Dunno why it's so hard... just is.
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E2M6.. I mean, every level in the whole goddam game is damn near perfect. Maybe it's just nastalgia, the memory of first exploring all those haunted halls and strange, yet somehow cozy levels.
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Another thing about the linearity issue. If it's going to be non-linear, it shouldn't be to the point where you can go the end of the level. DOOM's levels weren't completely linear, but you rarely ever saw the exit. E2M4 is a great example of this. You can go explore in the sludge area, go on top on the catwalk, explore interesting rooms, but then you go back on course, you keep going forward, you go the red room, this gives a sense that you're getting somewhere. I think this was an important theme in DOOM. Then more non-linearity after that. You jumped down to get the plasma gun, or you went left to the cool area where you shot the barrels to get the blue armor.
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But I think the real key is the atmosphere and architecture and room size. But the levels did have the perfect amount of non-linearity.
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I should try to mimick a doom level as much as I can and see if I can't make something decent. Bah, it never works.
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Have I rambled on long enough? Oh, know, I've set it off. I've said too much, I haven't said enough... Five for Fighting sings: "I'm just out to find the better part of me" If only he knew all he has to do is pop some E. And for closing, Ulibabba boo shum tickle reef clong bling plam froo shimple chum Somke bliff begga blom shoomple ferrachinter splinter riff.
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