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Gore

What do you love most about doom?

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Posted (edited)

Uhm... maybe... EVERYTHING!?!? :P

 

Now seriously, I really LOVE monster infighting. Making demons attack imps or zombiemans to death or making a Cyberdemon destroy other monsters is so amazing.

 

The gib sound and animations are amzing too, can't help to laugh every time I see them XD

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The Aesthetics, The Midi, the goofy monsters and how they all serve a purpose, oh what about the fact that it's super easy now to make a level!

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Gotta be checking out the amazing stuff the community keeps pumping out - which far surpass the OGs both in scope and quality. It's bizarre really, you'll see big budget releases nowondays that are dead on arrival. Meanwhile, here we are, more than 25 years later, celebrating how great Doom is. I mean damn.

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Posted (edited)

There's lot of things that make it into a fun as hell game to play; great monster roster, great visuals and themes, cool weapons. It's just really solid all around. But the 2 things i think i like the most about Doom are

1. WAD files. They make it really easy to make and load all kinds of custom content into the game, and

2. How the semi-rng system works. The effects aren't really noticeable during casual gameplay, but i think that it's just really cool how demos can work.

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There is so much I like about Doom!

The feel of the game in general. Running around and shooting demons. The weapons themselves...the variety and amount of maps that are out there to explore. Being able to design my own maps. The pixelated goodness of the graphics. Etc...etc...etc...

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E1M1 and E1M2 are probably my two favourite game maps of all time. They're just so much fun!

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The fast paced gameplay. Unlimited imagination when it comes to mapping and when it comes to creating maps id tech 1 certainly the easiest FPS to map for. Also a very helpful (and critical in a good way) community these days. These days there are just simply some amazing mappers and composers.

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The unparalleled speed; the seemingly accidental elegance of its design -- the balance of the weapons, the monsters, the incredible and rarely replicated infighting feature; the way it's spawned nearly 30 years of custom works without stopping; the way it can be so many different things to different people -- from regular custom levels to entirely new games; the way that technology advances yet new games still can't come close to matching the scale of chaos and carnage of some of the more extreme custom maps. Also the super shotgun is the greatest weapon in video game history, just that thunderous sound alone, like the Hammer of Thor.

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On 8/11/2021 at 7:19 PM, Jello said:

There is a time and place for every weapon, (aside from unberserked fists)

When you want to move barrels without them exploding and don't want to waste bullets.

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- The innovative column-based 3D rendering engine, which allowed a playable frame rate for many more 32-bit IBM compatibles.

- The flat flood fill algorithm from which rose multiple visual tricks like deep water, floor/ceiling only brightness, and even some kinds of vanilla fake 3D floors.

- The super shotgun. It's a really good balance between speed, ammo availability and safety.

- F_SKY1, which can be cleverly used to make the buildings you can actually go in appear to have different heights in vanilla.

- The binary space partitioning trick Doom uses for its levels, which can be toyed and messed with in several different ways to create sight-only portals.

- ZokumBSP, for being an awesome nodebuilder that's not only very optimised for Doom-format maps, but is also able to do tricks like remove lines from the blockmap and make lines exclusive to the blockmap, as well as make a weird line horizon effect(that sadly only works properly in vanilla and Chocolate).

- Berserk. It makes your fist actually useful, and can help save ammo.

- Secrets. They add a limited replay value to levels. Secret exits in general can even have you play a level you've never played the previous time you've played the WAD.

- The fact that textures actually can be seen even when underground, which allows you to do fake translucent flat effects. It's especially really cool in Boom where you can have real translucent linedefs.

- The PCM format's support for sample rates other than 11025 hz, which allows for custom sounds to sound clearer and cleaner even in vanilla... at the expense of filesize due to the uncompressed audio format.

- Custom colourmaps. You can fake brightmaps, fog, and coloured lighting using only custom colourmaps.

- The simplicity of storing flats. No need to add to a texture table. Just simply put some 64x64 images in Doom's raw flat format before F_END (without F_START due to the way vanilla loads flats) and enjoy the new floor tiles.

- The fact that the source code is released. No comment on the code itself, but it was very nice for ID Software to release the source code to a version of Doom, even if it's not the DOS version, allowing fans to add what they want, or port the game to other platforms of any kind.

- TEXTURE2. This vanilla feature of Doom 2 allows you to store custom texture definitions without having to redefine Doom's IWAD textures, which is a bit more convenient.

- Backpacks. They let you hold more ammo and even give you some sample ammo.

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It's already been said in this thread, but I'm saying it too. The community. This is a 28 year old game that has gone through many other massive and innovative games and despite that it is still going as strong as ever. Doom has a community with endless creativity as you have no doubt seen through things like wads, music, fanart etc.

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On 8/11/2021 at 11:57 PM, Gore said:

I love the Super shotgun in Doom II. What about you?

no backstory needed, here's a gun, now beat the crap out of every demon in hell. 

I love how the game goes. 

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Posted (edited)

Its modability.

Its simplicity, both in gameplay, coding, and compilling.

Edited by JezChrist

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I think the thing that stands out to me about the gameplay really is the speed of it. So many later shooters rewarded slower, more cautious play or even cover-shooting, but Doom really rewards you for running into the thick of things. Whenever I go back to halo now I feel like an elderly dinosaur in a suit of space armor

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That the core set of mechanics and enemies is fairly limited, meaning you can develop and maintain a skillset and knowledge base about it all without much trouble. This in conjunction with the endless variations of these core mechanics you can elicit through creative mapping.

 

Many games confuse themselves (and me, the player) by having way too many different mechanics, monsters, and whatnot, which makes me feel as if I can never just explore their worlds with my skill and wit, because there's always a new feature or a new game mode or a new weapon that distracts me from, you know, just playing the game.

 

It is a bit difficult for me to describe, but I hope you understand what I'm referring to. It's probably the whole "easy to learn, hard to master" thing all over again.

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My favorite thing about Doom...all of it. The game, the community, the idea itself...just pure gaming gold.

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It's difficult for me to narrow it down to what I love MOST about Doom. It's how everything coalesces into one uniform experience that has had me hooked for the past twenty five years. You've got awesome run 'n gun action set against a horror backdrop. You've got demons and satanic imagery. You've got rock 'n roll. Etc, etc, etc. I could go on forever. There are only a few other game series that has had the same effect on me.

 

It's funny how growing up NONE of my friends liked Doom. In fact, they outright hated it and straight up criticized me for it. I'll never understand it. That's just the way it was, I guess.

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The large variety of custom content.  Would have long since moved on if IWADs were the only thing available.

 

Close behind and the first thing I thought to respond with is monster infighting.  It's something that hasn't been imitated that much in the genre so it feels unique and it allows for placing much larger crowds of monsters and not have it feel like a slog to defeat them all.

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Posted (edited)

I love how unprofessional the development of doom was. They werent a big triple a company making a huge game, they were a bunch of nerds taking inspiration from the movies they watched and the music they listened to. It makes doom such a charming and wonderful game.

Edited by StarSpun5000

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Posted (edited)

Gameplay, visuals, music, custom stuff, Doom's community, how ID developed Doom, etc...

Edited by Hitboi

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Posted (edited)

The speed of it all. There's no better feeling then running around a huge battlefield with hundreds of monsters at the speed of sound.

Edited by Higashi Nakamura

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First of all, I think it represents the epitome of what a good FPS is. It was very advanced for its time, but also held up for years to come. Along with Duke Nukem 3D, Quake 2, and to a lesser extent Quake and Half-Life, I feel its the exact amount of action, nonlinearity, and immersiveness you need in a first person action game. After Half-Life, first person games got too bogged down with story to really be enjoyable. There was just too much waiting around and being lead on rails to have fun.

Secondly, after getting into it I was soon introduced to stuff such as D!Zone and thus the concept of custom levels which I downloaded hungrily when I first got on the Internet. Soon after I came across an old Doom editor (called DoomE2 I believe) where I experimented around with level editing and I was kind of amazed at the power of creation at my hands. I never really got good at editing and I've lost most of the ability I had, but it was fun while it lasted and it lead me here twenty years ago.

 

And lastly, the community introduced me to some of the best friends I ever had, better than my real life friends, it turns out, because they've stuck with me longer. So thanks to this game for changing my life, I guess.

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