Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments

Posts: 3991
Registered: 10-05 |
I like 'em. The archvile is notable for having an attack pattern unlike the attack pattern of any other monster in the game, which means the player has to use unique strategies against it. This is a real strength of Doom's monster design overall - most monsters have to be fought in very different ways, which keeps gameplay interesting. What you see too often in other games is enemies that are essentially this other monster, only more so, as in, they have the same behaviour as another monster but have a stronger attack or require more dakka to kill. Encounters with such monsters may be more challenging, but without being more interesting, which is bad.
Personally, I think the question that Doom modders should ask themselves when making custom monsters is: how can I design another archvile? Ideally, any new Doom monster should have an attack or ability that forces the player to fight it differently from how he fights anything else. The modder should attempt to devise some sort of monster behaviour that does not yet exist in Doom, but could. He should find and fill an ecological niche.
It may be overused, but you can't really blame the archvile for that. It just goes where it's put. If you don't want to see inappropriately-placed Archviles, then play better wads. If you want to see a hell of a lot of archviles, but want all of them to be well-placed, play Disturbia.
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Last edited by Creaphis on 04-06-10 at 18:20
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