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TootsyBowl

Is there anything in Doom you find truly archaic?

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1 hour ago, Ashley_Pomeroy said:

Stuff totally unrelated to gaming.

Since you're not able to let games be games, I'm not gonna waste my time on arguing with you. I would just like to point that I know the model on your profile picture on this site in person (as a model she is known by the name "Ulorin Vex", for those who are interested), and I'd highly recommend you not to copyright an alt/fetish model's already copyrighted material, because that could go wrong at some point. Wrong for you, that is.

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Awww enough Pomeroy hate, they're alumni you whipper-snappers

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2 hours ago, Ashley_Pomeroy said:

College stuff

You're kidding, right? 

 

As for breastfeeding, the Mancubus model had nipples. That's all that matters.

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You guys do realize that it's either a joke or bait, right? No one would connect a social justice movement to a game where you shoot pixelated demons.

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1 minute ago, TootsyBowl said:

You guys do realize that it's either a joke or bait, right? No one would connect a social justice movement to a game where you shoot pixelated demons.

You never know nowadays.

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Well yes, and unlike our other question-raising friend, this one is actually raising questions that no one else would raise. Gotta count for something.

 

So, a wad about breastfeeding = when, exactly?

 

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6 minutes ago, Da Werecat said:

Well yes, and unlike our other question-raising friend, this one is actually raising questions that no one else would raise. Gotta count for something.

 

So, a wad about breastfeeding = when, exactly?

 

HDoom

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2 hours ago, Gez said:

Breastfeeding is not porn, so HDoom doesn't count.

 

It should go without saying but thanks for doing so.

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Archviles I never thought I could feel so much hatred about anything in a video game. But at the same time I like them.

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I find the game perfect. Maybe the only thing I dislike is back-stabbers, those enemies that suddenly spawn behind you and rape you in a minute. 

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For me, infinitely tall actors, elastic collisions, and the blockmap bug are bits that Doom would really be better off without. They're all counterintuitive, frustrating, and make the game seem less polished and professional. The default arrow key controls are also terrible and taught me a lot of really bad habits in the '90s that hobbled me playing later FPS games for years. MUS format also sucks but that's not something ordinary players have to worry about, only modders and level designers.

 

Hell, instead of MUS I'll just nominate DMX as a whole. John Carmack was right about it being a mistake.

 

On 7/23/2017 at 2:29 PM, Ashley_Pomeroy said:

Two things stand out for me. There's the fact that each weapon draws from an ammo pool instead of a magazine. It's not game-breaking but it feels odd today to not have to bother with individual magazines.

 

The total lack of alt-fire with the right mouse button is another thing that sets Doom apart from games that came after it. And there are the holdovers from the role-playing games that inspired the developers - the little health potions and the occasionally mazey design.

 

On a political level there's the obvious lack of positive female role models, or any mention of trangender issues, and there's only one non-white human character, but on the other hand it has demons from hell - who may or may not be women - so there is that.


I can't agree with you for the first two. Doom's gameplay flow doesn't need or lend itself well to reloading. And while a Doomlady would be nice, I'm not sure how you could get transgender representation into Doom without going with something like a character creation system (allowing the player to create an avatar with the player's own desired gender presentation instead of relying on the developers' preset characters) like modern games have, which 2.5D sprite-based games are not suited for, at all. The sprite compositing would absolutely kill the average gaming machine of 1993 and it would not look very good, and everything about Doom flows out of its engine and the constraints that puts on the game design, so Doom cannot be separated from low-res 2.5D graphics.

 

So yeah, it is archaic, but this archaicism is not as easily fixed as the others.

 

E: Unless the last bit was part of your performance-art trolling masterpiece you did later, in which case well done, you got me.

Edited by Woolie Wool

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On 7/21/2017 at 4:51 PM, Nine Inch Heels said:

Aside of your seemingly sassy response, you're missing the fact that movement in serious sam is a lot slower compared to doom, which overall impacted what they could do with projectile based enemies, because movement dictates the flow of combat. In doom you can outrun pretty much any projectile you can think of, even rockets aren't much faster than the player, which means that things like Mancubi and revenants, which are "non-generic" projectile enemies (for the purpose of this discussion) are the only means to reliably stop players from outrunning or mindlessly dodging all the things.

 

So the "secret ingredient" you were looking for is making players move more slowly, so you can get away with cheaper enemy/encounter design.

I didn't detect sassiness from this response - it seemed like a genuine question to me. And, I tend to wonder that too. Maybe you can dodge the projectiles. But, you have to. That's part of the thrill. Cause, once you figure out how to do it, you can become a master. That's what's so interesting about it. You get into the zone, where you're whipping and dodging around, able to defeat everything in your path. But, it's not easy to do, until you become good, and, even then, it's still not easy, per say. Not in every situation. At this point, it's up to the map to make the fights interesting. Therefore, you have all of these levels of growth in your Doom "career", and it keeps getting better.

 

I must admit that I'm surprised at some of the answers here. Like Y-shearing, which was not even possible in Doom. When added, it provides an additional ability - with some stretching, but not horrifically so. It's a definite upgrade. I guess it depends on the age you were when Doom was built - positive or negative :) Us oldtimers were amazed when we saw 2 imps throw fireballs at us from a ledge, across a zig-zag green ooze.

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On 7/30/2017 at 0:07 PM, Ashley_Pomeroy said:

There's also the game's treatment of the body positive movement. The enemies include diametrically opposite body images - the Revenants are emaciated, the Mancubi are grossly obese, the Cyberdemon has huge guts - and of course the game compels you to destroy them in order to affirm a conservative notion of so-called "normality", represented by the muscular but not overfed Doom marine.

 

The human antagonists in later instalments are generally presented as thin and gaunt; the dead scientists littered about Doom 3 and Doom (2016) include a number of overweight office-dwellers who were obviously too weak to survive the hellish onslaught. Id Software weren't making a game, they were building the pillars of outdated conservative hegemony.

 

Also, breastfeeding. What was Id Software's stance on breastfeeding? I've looked high and low but I can't find anything in Doom about breastfeeding - but the absence of a position is no defence, because if you don't take a position against the heteronormative hegemony of the white male reality you're part of the problem. On the whole Doom's treatment of social issues dates it terribly.

Hmmm.

  1. Your humor is sad?
  2. You are sad?
  3. The world is sad?

Pick any 3.

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Not being able to walk over/under actors, being able to activate switches regardless of your Z position and the default controls.

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Infinite height actors can definitely be laid to rest at this point.

Hitscanners can die in a fire.

And 2D sprites combined with 3D mouselooking just doesn't mix.

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Personally I like the look of the 3D enviornments with the 2d sprites, it also makes it less resource expensive for lower end computers which is nice as well :)

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10 hours ago, Dravencour said:

And 2D sprites combined with 3D mouselooking just doesn't mix.

5 hours ago, therektafire said:

Personally I like the look of the 3D enviornments with the 2d sprites,

The keyword was "mouselooking". The problem is specifically about sprite billboarding in ports with three-point perspective rendering while looking steeply upward or downward. No matter which billboarding mode you use, some sprites end up looking notably incorrect.

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enemies sharing sound-effects i find is a bit archaic. it's a bit tiresome to hear the same discernible demonic grunts when enemies are active or get shot at, and there's just some baffling choices that just sounds out of place (why does the mancubi have the same active grunt as zombies do, but all of their other sounds are more monstrous? why do the revenant make the same pain grunt as zombies, as well?) thankfully ZDoom and SNDINFO makes giving enemies distinct sounds incredibly easy, but the limitations feel a bit more noticable in old TCs and graphic mods back then.

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I think the HUD is a bit archaic. It actually works perfectly fine, but I could imagine ways to portray it—ironically a bit closer to the beta version, a style that would look pretty nice in 16:9—that would be even more efficient.

 

Oh, and @scifista42, on the topic of billboarding looking all goofed up when looking up/down...I had this strange idea a few years ago, of generating sprites on the fly by downgrading 3D models to a very low resolution, and possibly even with a limited palette, that retains its resolution even when the model is viewed up close. This could create the illusion of a sprite-based object and it would look "correct" from all angles...

Edited by GoatLord

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