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DooM_RO

I now understand why I am addicted to Ultra-Nightmare.

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Ițve finished the game about three times on Nightmare but it became stale so I was looking for new challenges. Ultra-Nightmare is brutally difficult. You need to know where each pickup is, memorize enemy attack patterns, choose the right upgrades. It feels very rewarding and it really gets the blood pumping but sometimes too punishing. One wrong move and you are dead meat. I got as far as Argent Facility (Destroyed) TWICE when I got killed by Cacodemons on each turn.

I came to the conclusion that I am seeking new challenges and experiences but because I lack the equivalents of high quality player mods such as Sunlust, Scythe 2 or Valiant so I have to play the original campaign on the hardest difficulty because I want more excitement. If only they at least they added continues or saved the game when you completed a quarter of the game. I am getting really sick of the early levels of the game and that is a big shame because I consider those to be the best ones.

What I would do? At the very least I would add continues or saves after each quarter of UN in a patch BUT ideally there would be a 7 map DLC in Hell that is made for players who know the game inside-out...like Thy Flesh Consumed.

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Second chances kind of go against what UNM is all about.

Personally DOOM4 is too hard for me to beat NM without dying. I got to the surgical room in Lazarus once on UNM and I do have an active save in Argent Facility but I'm not too eager to continue it. Especially after they've added (months ago) an AI upgrade that makes enemies predict your position when you're moving - that's just too much.

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Touchdown said:

Especially after they've added (months ago) an AI upgrade that makes enemies predict your position when you're moving - that's just too much.


What?!!

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Isn't that the case? Initially (very early on) enemies would shoot like in the original games so you could just circle strafe. But then they've changed it in one of the updates. So when you're strafing left, Imps won't shoot directly at you, but to your left so that the fireball hits you if you continue strafing without changing direction (kind of like you shoot rockets in MP at moving targets). This means that when you're strafing and an Imp is preparing his fireball, you've gotta change direction at the right moment to avoid getting hit. It makes sense but with the amount of projectiles and the damage they do on NM it's kind of unfair to me.

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You're right, Touchdown, since Free Update 4 (the arcade mode update) enemies now predict the player's movements making dodging incoming fireballs much, MUCH harder than before the update.

I quite enjoy that change though, it makes the game more challenging (NM was too easy for me before the patch, and perma-death is not my thing), and you have to be more conscious of your movement and react to the demons around you. No more just running in circles and taking zero damage.

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ArchvileHunter said:

You're right, Touchdown, since Free Update 4 (the arcade mode update) enemies now predict the player's movements making dodging incoming fireballs much, MUCH harder than before the update.

I quite enjoy that change though, it makes the game more challenging (NM was too easy for me before the patch, and perma-death is not my thing), and you have to be more conscious of your movement and react to the demons around you. No more just running in circles and taking zero damage.


Not sure how I feel about it. Makes enemies too unpredictable and a degree of predictability is important in Doom.

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