GoatLord
Senior Member

Posts: 1414
Registered: 07-02 |
Porsche Monty said:
In retrospective, I think the hand sprite for the berserk pack looked like shit and was poorly animated, but that's just being arrogantly picky.
Although all the weapon animations are a bit choppy, I felt they really could have cleaned this up, too. To have the right hand just completely disappear like that really bothered me and still kind of does.
bimlanders said:
Hey, there are flat, inanimate sprites in this game!
I distinctly remember playing the shareware and actually being disturbed that the enemy corpses would "follow" you as you circled around them. It seemed to me that if they had multiple angles for walking, attacking and receiving damage, then why not the death animation, too? Of course, after awhile I realized that like a hundred extra frames of animation would have to be implemented, and for something so petty, too.
bimlanders said:
[In regards to Doom 2] Only one new weapon. But the Supershotgun is still the most fun weapon to use in any Doom game.
I remember being a bit pissed about this one. I immediately IDKFAD'd after running Doom 2 for the first time, and thinking, "Only ONE new weapon?" Perhaps if the game had been released a year later, they could have modified the engine enough to have a grenade launcher, flame thrower, or sniper rifle, or whatever.
bimlanders said:
In regards to Doom 2] Lacking episode format. I liked to able to choose between episodes each time I booted up the game.
This was not only disappointing, but a bit confusing, because if you use the setup program to manually start the game on a particular map, you can choose between three level sets: "Starport," "The City" and "Hell." It seems to me that id should have spent another week or so putting together some cool graphics to visually represent that in the game's intermission, rather than using the overly familiar "creepy skull mosaic."
Here are a couple of mine:
Ultimate Doom:
1) No fourth episode intermission graphic; just the creepy skull mosaic once again. I was really hoping to see something epic, especially considering how amazingly awesome Inferno's graphic was.
2) Episode 4's secret level was a bit of a let-down. It had this E1 feel, which kinda turned me off, since I prefer the second and third episodes.
3) Another E4 complaint! It's a great add-on, but I remember thinking that outside of the new maps and new background, there was no new content; maybe a couple of new textures, if even that. I wanted more surprises!
Doom 2:
1) I was a bit surprised that the engine had been changed so little since the original Doom that it was practically identical. I was thinking it was going to be a huge leap in terms of technology.
2) The first handful of maps are okay. They didn't impact me the way Doom's episode 1 did. I felt like (and still do today, to an extent) that Doom 2 didn't really pick up until Dead Simple.
Doom 64:
1) As much as I respect Midway for staying true to the old school while updating more minute details, I wanted a few Build features, like freelook, slopes and jumping. Initially I was expecting it to be a fully 3D game like Goldeneye or Quake.
2) Most of the reinterpretations of the enemies were fabulous, but the identical former humans/shotgunners, the four missing demons, the somewhat less threatening Cyberdemon and the occasionally sloppy death animations were lame.
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