yoni0505 Posted December 12, 2015 Anything you'd add, remove or change? 0 Share this post Link to post
Andrea Rovenski Posted December 12, 2015 I'd add jumping, that'd be cool. 0 Share this post Link to post
DooM_RO Posted December 12, 2015 A less useless pistol. The way the Repeater works in Doom 2016 is just perfect. Normal fire mode, a three burst mode and a magnum mode. If that's too much then just a faster rate of fire would suffice. Cyberdemon531 said:I'd add jumping, that'd be cool. Why not double jump? 0 Share this post Link to post
VGA Posted December 12, 2015 I would change the monster simple x/y coord follow mode to something less predictable and less gamey. Melee monsters should try to block you not just chase. It's very predictable now and monsters clump together, they are susceptible to corner camping etc. Hitscan enemies should try to avoid firing if allies are in the way. So that a swarm of shotgunners wouldn't be totally useless. The basic zombiemen should fire 3-4 shots in succession. I would make the resurrected enemies have different abilities, like they are zombified or something. Moving slowly, slower projectiles that do more damage and a different color pallette. And when they die they turn to ashes and cannot be resurrected any more. The Pain Elemental should lose a bit of health each time it spawns a soul. When it doesn't have enough health to spawn another, it should suicide-float against the player (like the lost souls do but it would blow up, the explosion would do damage and it would spawn up to 3 lost souls) 0 Share this post Link to post
snapshot Posted December 12, 2015 There's nothing wrong with Doom for me, the only thing i may change is to fix bugs and Probably add some Jumping and crouching Sections . 0 Share this post Link to post
riki2321 Posted December 12, 2015 jetpacks and a e5 for TUD (the ultimate doom) 0 Share this post Link to post
yakfak Posted December 12, 2015 A new E2M3 probably add about a hundred obstacles/prop slots - the decorations in Doom are uselessly dominated by corpses and skull fetishes and I hardly ever want to add them to a map. Evil eye rules, though, needs more abstract spooky stuff in that vein 0 Share this post Link to post
scifista42 Posted December 12, 2015 I'll take the question as "How would I improve vanilla Doom" if I could, while staying reasonably minimalist and realistic for the era when Doom was made: 1. Rebalance default behavior of some weapons/monsters like I did in this wad or similarly. 2. Implement a vanilla-compatible way to change game behaviour with much more flexibility than DEHACKED provides. 3. Flats with greater dimensions than 64x64. 4. Proper vertical tiling of textures which aren't exactly 128 units tall. 5. The following features be available in vanilla compatible mapping: - a) Generalized linedef actions instead of predefined ones. - b) Scripting, to be able to perform multiple actions at once or in succession, when the player crosses just 1 line or presses just 1 switch. - c) Linked sectors ("joined" from the perspective of collision detection, but each of them keeping its own floor/ceiling heights + textures + properties), useful for making multi-sector doors or lifts without breaking when their movement is blocked by the player or a monster. 0 Share this post Link to post
Koko Ricky Posted December 12, 2015 Something like a highly stable, less hack-y version of Build would have been neat. 0 Share this post Link to post
Darklordrobert Posted December 12, 2015 An inventory like in Heretic and Hexen for items like the rad suit, partial invisibilty and the invulnerability sphere. I would love being able to save those items up for when I really need them. 0 Share this post Link to post
scifista42 Posted December 12, 2015 Also being able to toggle Invisibility on and off anytime, because Invisibility is only good when you're fighting hitscanners, but turns into a disadvantage when facing projectile-firing enemies. 0 Share this post Link to post
june gloom Posted December 12, 2015 The dreamy side of me says "make it more like Marathon" but that would dilute the magic of Marathon. The more practical side of me says just improve the pistol. I mean, even the shotgun has its uses over the SSG. 0 Share this post Link to post
Reisal Posted December 12, 2015 Implement the minor sprite fix project and Romero's rotations. 0 Share this post Link to post
Da Werecat Posted December 12, 2015 I'd redraw some things and fix bugs. The original games need another few months of polishing (like many commercial games, really). Also, Sandy texturing requires a few small tweaks. 0 Share this post Link to post
HavoX Posted December 12, 2015 Add (for the most part) every feature that was implemented in Boom and fix most game-breaking bugs. 0 Share this post Link to post
Noiser Posted December 12, 2015 I don't think that Doom needs any improvement, but I like to play with different settings: oldschool: vanilla, adlib music, low-resolution, no free-look middle way: ZDoom, soundfonts, high-resolution, free-look modern: GZDoom, mp3 music, HQ sfx, super brightmaps, smooth animations They are all cool. 0 Share this post Link to post
june gloom Posted December 12, 2015 Actually, come to think of it, I'd increase the palette by a lot. 0 Share this post Link to post
dobu gabu maru Posted December 12, 2015 Shortening the pinkie attack animation and decreasing the health of Lost Souls & Cyberdemon is all it really needs for me. 0 Share this post Link to post
The Civ Posted December 12, 2015 dobu gabu maru said:decreasing the health of Lost Souls & Cyberdemon Can't really agree on the Cyberdemon, but I wholeheartedly agree on the Lost Souls. In DOOM you can usually make an estimate on an enemy's health by kind of sizing them up visually. It's something the game was usually very good about in it's designs, but the Lost Soul was always an exception with that, making it much stronger than it looks. As for changes that I'd make, I'd probably make the city maps in DOOM II resemble actual cities. I'm not talking about changing a ton of architecture, I'm just saying that there shouldn't be cobblestone roads and wooden/brick houses in the distant future's cities. I'd also lower the Archvile's health, and lower his attack range, so he can't light you on fire from half way across the map. 0 Share this post Link to post
HorrorMovieRei Posted December 12, 2015 Gameplay wise, decrease the Lost Soul health and lower the damage of the Revenant missile. Aesthetically, I think it could be gorier, with gibs flying everywhere when you explode an enemy. Something a bit like ROTT, only not as extreme so it doesn't become too cheesy. 0 Share this post Link to post
Technician Posted December 12, 2015 Regenerating health, chest-high walls, long arduous stories and FMVs, memes and a DMC end bosses. Oh, and it also has be be written by Anthony Burch. 0 Share this post Link to post
Impie Posted December 12, 2015 I'd change some of the map texture choices to those seen in their SNES, 32x, or Jaguar console port equivalents. Spawning vats looked better with a more minimalist texture scheme, the cross-barrier in Deimos Anomaly looked better as red rock, etc. That's about it. 0 Share this post Link to post
nxGangrel Posted December 13, 2015 I'd make the pistol more useful, and replace a lot of Petersen's levels. 0 Share this post Link to post
june gloom Posted December 13, 2015 I'd also move E4M2 further back in the level line-up, or give players more ammo in E4M1. 0 Share this post Link to post
Dave The Daring Posted December 13, 2015 The pure gameplay mechanics of Doom incorporated into a Quake-like engine. I'd love to make Doom maps in TrenchBroom. 0 Share this post Link to post
Zed Posted December 13, 2015 Making monsters respawn a limited ammount of times in Nightmare. For example, an imp can respawn up to 10 times, a cyberdemon just 2. 0 Share this post Link to post
Pencil of Doom Posted December 13, 2015 Reduce the lost soul's health a bit so it can be one-shoted by shotgun while making it more annoying to deal with. Also fast weapon switch, faster shotgun pumping, faster pistol and a bit more powerful and maybe Doom 2 having less bad maps. 0 Share this post Link to post