Optimus
Junior Member

Posts: 177
Registered: 02-05 |
So, I am curious, what kind of thought was put in the design of the doom monsters concerning the energy they have.
Some monsters seems to have exactly the amount of energy to make the gameplay more interesting. For example the pink demons have such energy that you sometimes kill them with two shotgun blast and sometimes it's not enough. So, it makes the gameplay interesting, you hit with two shotgun blasts, it doesn't die and you switch to the pistol or fist to finish it with one or two hits.
Same thing with Cacodemon, it's on the fringe, you can kill them or not with two good double shotgun blasts. This also makes you extatic when you manage the second good shoot and you hear the characteristic sound and see the death gfx. It's like playing lottery or something.
And then they didn't design the double shotgun to fire 14 pelets (double the simple shotgun) but 20, was that intentional? So that Demons can be killed with exactly one good close shoot every time.
Imps now are 90% killed by shotgun blast from close range, so you can enjoy having five of them close and kill the in a row of successful shootings. And you count how many succesive kills you have done without failing to kill one with a single shoot. When this happens (from a close range with good shoot where not pellet misses) to fail, I just switch to pistol and iirc always 1 pistol shoot is enough. As if the energy of the monster and pellet damage was designed to be nearly on the fringe.
So, I am curious if there was word from the designers, were these decisions oblivious, to make you bet whether two or three blasts kill some monsters, etc? The give the gameplay a nice touch. There must have been some thought behind it but I would like to know the initial thoughts of the designers.
p.s. Only energies I didn't liked is the cyberdemon which is too tough and has double the energy of the spider mastermind, and then lost souls. Such an ammo waster, you need double shotgun or one shotgun and few pistol/chaingun shots. They have changed this one in PSX doom I see (and the N64 port iirc) to have energy similar to an imp. That was a good decision.
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