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Cacodemon345

Flaws in Doom 3 : BFG Edition.

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I played the Doom 3 : BFG Edition.

It looks like the OG Doom 3 had more horror feel.

The flaw in Doom 3 BFG is that you can use flashlight while using a weapon, instead of having flashlight separately.

The Doom 3 RoE level Delta Labs Unknown doesn't interact/fluctate with Hell.

The decision to do this is really bad.

What are the other flaws in it?

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There's one moment in Resurrection of Evil where you have to go through some sewers with a limited amount of time and it was rather exciting and intense. In the BFG Edition, you can pretty much stay there as much as you want and it turned the whole thing into more of a generic corridor to shoot monsters at (if I recall correctly). Feels like the BFG Edition was removing things from the original Doom 3 than actually trying to improve or add to the original game, making it pretty much a cashgrab in my eyes.

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1 hour ago, GuyNamedErick said:

There's one moment in Resurrection of Evil where you have to go through some sewers with a limited amount of time and it was rather exciting and intense. In the BFG Edition, you can pretty much stay there as much as you want and it turned the whole thing into more of a generic corridor to shoot monsters at (if I recall correctly).

There was a similar moment in base Doom 3 where you had to escort a scientist through a pitch-black chamber. The scientist would hold a lantern to light the room and you had to kill the demons as they appeared. For BFG, they didn't even adapt the level for the new flashlight mechanics, making the whole sequence unnecessary. 

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1 hour ago, Cacodemon345 said:

The whole Doom 4 development seems to have overwhelmed Doom 3 BFG Edition.

What does Doom 4 have to do with Doom 3 BFG

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I didn't like the classic IWADs in the BFG Edition. I prefer my textures and maps unaltered, not to mention there was that pitch shifting you couldn't turn off.

 

As for Doom 3, the biggest problem is that you can't use mods made for the previous edition. Mods are what made D3 playable for me in the first place, more specifically a weapon mod to make the guns feel like they could actually punch through wet cardboard, let alone a demon.

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4 hours ago, Resigned_34 said:

There was a similar moment in base Doom 3 where you had to escort a scientist through a pitch-black chamber. The scientist would hold a lantern to light the room and you had to kill the demons as they appeared. For BFG, they didn't even adapt the level for the new flashlight mechanics, making the whole sequence unnecessary. 

I remember that part of the game, it's moments like these that made Doom 3 stand out in a way despite not being like Doom 1/2 and being an oddball of a shooter at times, but still, when there were attempts like these, it kept the game engaging. And pretty much with the BFG Edition, most of the original game's (plus Resurrection of Evil) best moments have been reduced to generic shooting galleries or just feel pointless knowing the mechanics of the BFG Edition. There's also the Lost Mission Expansion but honestly I don't remember anything about that aside of being barebones Doom 3 gameplay.

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4 hours ago, Trar said:

not to mention there was that pitch shifting you couldn't turn off.

This is actually an intended Doom feature that existed in 1.0 and subsequently broke in 1.4. BFG did not introduce this.

https://doomwiki.org/wiki/Random_sound_pitch_removed

 

Complaining about features Doom always had is rather worthless.

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6 hours ago, GuyNamedErick said:

There's one moment in Resurrection of Evil where you have to go through some sewers with a limited amount of time and it was rather exciting and intense. In the BFG Edition, you can pretty much stay there as much as you want and it turned the whole thing into more of a generic corridor to shoot monsters at (if I recall correctly). Feels like the BFG Edition was removing things from the original Doom 3 than actually trying to improve or add to the original game, making it pretty much a cashgrab in my eyes.

Has it been confirmed that this was actually changed on purpose, or were a few scripts just broken?

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4 minutes ago, Marnetstapler said:

Has it been confirmed that this was actually changed on purpose, or were a few scripts just broken?

It's not a bug, it's flat out gone and on purpose. The wiki page of Doom 3: BFG Edition pretty much lists all the changes that have been made.

https://doomwiki.org/wiki/Doom_3:_BFG_Edition

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The wiki page may say that the effect is missing, but you haven't actually answered his question; Was it removed or was it a bug causing it to fail to trigger? The wiki page does not answer this question and thus cannot be cited as a source to your answer.

 

Mind you, if you wanted to point out why you think it was removed, the zombies not dropping air tanks would be a good indication. However somebody really needs to dig into the games scripts and identify how it was changed. Nobody has done this, strangely.

Edited by Edward850

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45 minutes ago, Edward850 said:

This is actually an intended Doom feature that existed in 1.0 and subsequently broke in 1.4. BFG did not introduce this.

https://doomwiki.org/wiki/Random_sound_pitch_removed

 

Complaining about features Doom always had is rather worthless.

Huh, I...didn't actually know that. TIL. I'm still quite used to the neutral sound pitch, though, and BFG Edition should have it as an option if it doesn't already.

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Way too much ammo, more than I'll ever need at any time. Pretty sure they render the locker codes completely useless now.

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Doom 3 BFG seems to have the most issues with RoE:

  • Like they already said, that sewers part where you had to scavenge for oxygen, and had the view and sound experience changed by the suit. Now you just pass by the place where the helmet used to be and when you look at it it's empty :(, it's entirely pointless to kill the hazmat suit scientists, and without the helmet distortion all the level (specially the mud or acid) looks pretty bad. Or maybe that's the engine (?)
  • A segment toward the end in hell, where you teleported into a small area in a floating rock and you really had to time correctly the uses of the artifact in between activating it and picking up energy from corpses to fight and incoming stream of mancubuses, hellknights, and bruisers was removed and replaced with nothing
  • And the phasing-in-and-out-of hell of delta labs, completely removed. But the sound effect was not. So that's strange

 

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7 hours ago, dmg_64 said:

What does Doom 4 have to do with Doom 3 BFG

Doom 4 was in development since 2008.

Doom 3 : BFG Edition was released when Doom 4 was still in development.

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1 hour ago, Cacodemon345 said:

Doom 4 was in development since 2008.

Doom 3 : BFG Edition was released when Doom 4 was still in development.

Doom4 developed in 2008 is not the same Doom4 that was released. You need to pick a different, more valid answer.

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Scrapped DOOM 4 do take place in Earth.

But Scrapped DOOM 4 doesn't look like a classic shooter anyway.

It looks more of a military shooter.

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6 hours ago, Edward850 said:

Doom4 developed in 2008 is not the same Doom4 that was released. You need to pick a different, more valid answer.

You are missing the point

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I actually rather liked the armor-mounted flashlight in D3BFG. In OG D3, due to the (over)abundance of pitch-black corridors, I found switching between the flashlight and an actual weapon a tiny bit problematic, especially while dealing with enemies. I ended up just luring them into better lighting for taking them out with relatively less hassle. In D3BFG, I didn't have to worry about that.

 

*dives into a bush to hide*

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The devs overdid everything than required to address the criticism of Doom 3.

The OG Doom 3 had pervasive darkness and clichéd horror elements.

The devs instead added some armor-mounted flashlight instead of reducing darkness.

And even removed some intense RoE elements like the Hazmat suit.

The whole "Call of Doom" thing in scrapped Doom 4 seems like responsible for these.

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iirc Doom 4 development was restarted in 2013 to what would become Doom 2016. BFG edition was worked on while id was haemorrhaging staff due to the decision to scrap OGDoom 4's content and start over causing some talent to leave and having to bring in new people.

 

The original Doom 3 campaign had some minor changes which afaik were intentional such as the stair steps in one of the Alpha Labs levels not falling off after you went past them, probably to allow backtracking.

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22 minutes ago, Cacodemon345 said:

The devs overdid everything than required to address the criticism of Doom 3 ..... The whole "Call of Doom" thing in scrapped Doom 4 seems like responsible for these.

Two different projects with two different goals, I doubt it.

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According to doomwiki

 

Quote

The majority of the id Tech team had been focused on the development and completion of Rage, and according to John Carmack, would move over to the Doom 4 development team after that game had shipped.

Quote

Doom 4 was to be built on a minor iteration of the id Tech 5 engine, and according to John Carmack as of July 9, 2008, would be targeted at 30 frames per second on consoles

Just a little bit of research clears out confusion you're making, development of Doom 4 started way before Doom 3 BFG.

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