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StevieWolfe

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Posts posted by StevieWolfe


  1. 8 hours ago, leodoom85 said:

    Maps 01 to 03 are the best "practice" maps to hone your skills and, to discover how Plutonia is for the rest of the levels. It's just some effort needed to invest time on those 3 maps...really...

    This.  You really do cut your teeth on those first three and learn how to best approach Plutonia as opposed to TNT.  It's interesting how different each of the two are from each other in play style and general approach.

     

    5 hours ago, NuMetalManiak said:

    And if you are looking for the real dickishness in Plutonia, you'll be seeing it starting at MAP10 with the chaingunners that get revived from arch-viles hidden in walls.

    2

    Still manages to piss me off to this very day lol


  2. >mfw when I literally just made the same thread not seeing this one

    But that aside, I quite liked it and I don't care too much that it's kinda cartoony.  It's a game where you indiscriminately murder everything on screen while playing as the most badass human being (?) to ever have lived.  I mean that idea on its face is a bit cartoonish already, you know?


  3. I was damn impressed for the most part.  I love the upscale nature of combat, less dependent on area battles (possibly due to beneficial tweaks for the games AI and engine overall), and the new ways verticality is implemented in combat.  I really love the return to classic designs for former humans and the classic plasma rifle, the map designs looked very lush and seem to have a really decent flow to them, area to area.  Not as clunky as  Doom 2016's maps felt, at least to me.  I do like the idea of expanding upon Doom's new lore and all that, but I'm a nerd for backstory.

     

    What I didn't like is that there seems to be a "lives" mechanic this time around.  Now whoever did the gameplay could've been using an arcade mode as we've gotten with Doom 2016, but if not and it's implemented in the full-on campaign this is not something I like.  I don't think being limited to an arbitrary number of lives or whatever is beneficial for a game like Doom especially when it essentially uses a checkpoint system this time around.  It just seems like a redundant impedance.  I do hope they also stick to the idea of people invading your game being completely optional.  It would really suck to be essentially griefed to death by expert FPS players in your first campaign playthrough if you're not really that good with shooter games.  I also hope this thing ships a lot more stable than Doom 2016 did, because unfortunately, it was a buggy mess for a lot of people including me for a while after it came out.  But these are all pretty minor things at this point that will more than likely get more fleshed out over time.  

     

    So what did everyone else think? 


  4. 7 hours ago, InsanityBringer said:

    the side doors are indeed DM starts, and the strange box to the northeast is a monster box used to hold monsters that are going to teleport in later. The tunnel connecting it is for sound to travel to there, to rouse the monsters.

    This.  It's rather normal to make constructs like this for certain effects in maps, like random spawn ins, traps and such.


  5. Okay, that really takes this up a level and by that, I mean straight into the pits of hell.  I was fine with thinking this wasn't anything more than a cheap revenue scam however that Reddit thread if there's validity to it and it's not just a massive and fucked up coincidence...that terrifies me.

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