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About DagothKronk

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  1. DagothKronk

    Caco or Pain Elemental, which is the more adorable monster?

    Pain Elementals literally say "Ow" when shot. No question, cutest monster.
  2. DagothKronk

    Does anyone actually play the easier difficulties?

    You know, recently I played through Quake and it seemed to me that much of the game was built around the Normal difficulty, with Hard being somewhat above the baseline by adding a ridiculous (for Quake) number of tough enemies in earlier levels. For example, Shamblers, the spongiest enemy, appear as kind of a mini-boss in E1M6 and the secret level on Normal, but on Hard will appear as early as E1M3. Quake has a lot of interesting differences from Doom with regards to formula, much of which is down to the rushed development and haphazard balancing of weapons, but I think that the ideology of working from the middle difficulty as the baseline (Quake) vs. the hardest difficulty as a baseline (Doom) is an interesting idea. It would essentially mean the barrier for entry would be lower, but the skill ceiling would be higher - many Doomers can sleep-walk through KDITD on UV at this point specifically because id probably built the game around UV first and foremost. Plus most difficulty adjustments in PWADs/IWADs are, like HAK said, monster-related. I think that Sandy Petersen had a good idea with how his levels are more conservative with ammo generally vs. Romero's levels. Like HNTR could do with more monsters AND more health and ammo, while UV would benefit from just being a little more difficult all-around, with HMP being the perfect middle by virtue of being the base from which HNTR and UV would add or subtract. Basically, not many people outright prefer Doom's lower difficulties because the scale of Doom's difficulty is designed to feel less rewarding on lower difficulties, essentially. I'd love to see more level designers experiment with placing keys in different locations depending on difficulty. Like, earlier difficulties even going so far as to have areas that can be entirely bypassed on lower difficulties perhaps?
  3. DagothKronk

    alternate death mechanics?

    Randy Pitchford is an overrated hack and Borderlands sucks deep wang, this coming from someone with like 100 hours in BLands 2. Borderlands makes me feel like my cells are dividing and dying at twice the normal rate while i hurtle inexorably towards the end of the human miracle of my existence. OP is right, don't support Gearbox. Back to the topic at hand, The problem with constant and continued game saving is that it sucks out a lot of friction and challenge from the level. Inevitably, savescumming intensifies the feeling of grind that can occur when the player is low on health or ammo because they didn't do so well on the map so far, or botched a particular encounter. This is obviously subjective, but i often find even on larger and more challenging maps that saving less often can be beneficial because you can uncover new strategies through areas and fights you've been through before. At this point, when i replay the Doom/Heretic iwads or Quake, i don't save at all during a level, because being forced to go back to the start of the level for dying feels right to me, and hightens the sense of stake. But that's just, like, my opinion, man. Do as thou wilst.
  4. DagothKronk

    What is your favourite Heretic episode 1 level?

    E1M6 Cathedral. Can't beat the layout, clever secret exit, and the kickass music track.
  5. DagothKronk

    Things in modern gaming that you dislike

    This got discussed a bit earlier but for me it's constant autosaves. Modern games have no sense of friction. At least save-scumming used to take the effort of entering the save menu and saving your game. Now video games do it for you, constantly. Doesn't help that new games like AssCreed: Originel/Odd Assy don't have fail-states. There's no consequence for dying because you're brought back to the game's state as of the moment of your death. it's absurd.
  6. DagothKronk

    Steam Summer Sale 2019

    I got a couple games this summer, but the only one to write home about for me is Night in the Woods. Not sure I'll buy much else. Good call honestly. Valve/Steam is pretty dreadful and this summer sale grand prix gimmick is a total shitshow.
  7. DagothKronk

    What compatibility options do you play doom with?

    considering i'm a godless hipster who plays Chocolate doom/heretic/hexen unless i'm absolutely not able to because of a pwad, it's pretty much a matter of the fact that i don't use zdoom or prboom very often.
  8. DagothKronk

    Hell: Who did it better?

    E4M1 is the most new and interesting hell map in the classic dooms (i agree that it counts as hell - where else could it be?) e3 leans too hard into the red brick and lava and brimstone aesthetic for my liking. Doom 2 has a more lovecraft feel to it, but nowhere near as heavy as in TFC. I think American McGee is a pretty underrated level designer in general.