DOOM (4) THREAD

That was

FUCKING

PHENOMENAL

I was surprised at least three times that the game kept going after all the fuss that it was short, and it just got better and better.

Highlights were upgrade progression and the flow of the combat itself -- treasure hunting got irritating, but it's better that they were in. Story and DEEP LORE were surprisingly good.

I'm intending to play again on Nightmare (and would have done the first time if I'd realized it didn't need to be unlocked), but I'm also wondering the user-created content turned out. Is there anything that matches the quality of the base game?

Only things that amazed me in nuDoom was the fact that Bethfucks managed to rape something as relatively simple as Doom and make it a dumbed down, generic console shooter with repetitive, annoying gameplay. Not to mention the raging Zenimax shill campaigns, that still seem to be going on.

I agree with you fellow edgy contrarian! Kids these days don't remember how varied and intellectually stimulating the original Doom was!

DOOM 2016 was fine, Carmack himself raped Doom with the 3rd one

There's nothing contrarian aboutNOT having been born and grown up with Xboxes, and thus having not played anything else than Halo and CoD before.

RPG and cinematic shit has no place in Doom games, and they def are not supposed to be arena shooters either.

I thought the game was shit when I played the demo. Once you get to hell it turns into a solid 8/10 game. They probably should have lead with that instead. I wouldn't have waited until the game was $15 then.

>RPG and cinematic shit has no place in Doom games, and they def are not supposed to be arena shooters either.
oh fuck guys the Video Game Overlord has spoken. time to change our opinions

Id themself raped something as simple as Doom with Doom 3 making it a slow and clunky game that is neither a good FPS nor a good Survival.

DOOM is an oldschool FPS that is modernized correctly with mechanics that work and keep the fast pace of the game.

The hell was the most disappointing place in the game. Nothing but gray rocks with some blood, no twisted shit and colors like in the originals.

He's right you know. It's painful to see Ubisoft shit leak into everything, all while all is being casualized at the same time. I played the old BLOOD game last year after D44M, and holy shit did it BTFO this neo-ID crap, 6-0

I'm 30, I grew up playing Doom and I really enjoyed the 2016 version (the fact that I had very low expectations probably helped). It's a different game from the first two but it's not bad. It felt a bit more like Serious Sam than Doom, but I like Serious Sam too so it wasn't really a problem.

>RPG and cinematic shit has no place in Doom games

I agree, and that's particularly why I enjoyed this one. There are hardly any cutscenes, the gameplay is mostly uninterrupted and the story doesn't get in the way. The only really garbage "modern" crap in my opinion are the glory kills but it becomes a non-issue if you turn the highlighting off in the menus.

The RPG side is unnecessary and it makes the weapons feel underpowered when non-upgraded and completely overkill when fully enhanced but it wasn't enough to distract me from the game.

DOOM is a prime example of goddamn annoying butchering of a classic, coated in memes and false assumptions so that people don't even seem to realize what made the original so good.

Want to see a proper Doom4 without console cancer? Play Serious Sam 3. Fucking perfect modern take, without bullshit filler crap.

>Thinks Serious Sam 3 is like Doom at all
Only retard here is you.

Anyone heard of meta Doom, is it good?

>Is there anything that matches the quality of the base game?

It doesn't match the quality. It pretty much matches the visuals exactly because Snapmap is so incredibly limited that it's impossible to make anything unique and make it look good. "Good" as in "not a retard's first Garry's Mod creation". Snapmap is garbage. The multiplayer character creator has more freedom.

>coated in memes and false assumptions

What does that even mean?

What made the original so good was that it was the first in its kind. Even if you remade it in a modern engine with the same level design, the same weapons and the same enemies it wouldn't be the same thing.

There'll never be a band like the Beatles anymore, there'll never be a game like Doom anymore. Not because music or gaming changed but because we have changed and our expectations with it.

Leave your nostalgia behind and try to appreciate Doom 2016 for what it is, not what you want it to be.

In my experience SnapMap suffers from the same issues as Little Big Planet and Mario Maker: the most popular maps always end up being the gimmicky ones and/or those with instant gratification. Same reason image posts tend to overtake everything in websites like reddit.

I'm sure there are a few hidden gems in snapmap but I sure as hell won't spend an afternoon sifting through the garbage to find them.

Doom 4 is shit

I tried to remake Pandemonium from Doom1 and the complexity meter hit 100% when I had laid down about 1/4th of just the basic map layout without decorations, scripts, items or demons. It's the goddamn consoles. All maps are shared cross-platform, so you can't make anything that's only optimized for good hardware.

tell me why user

I understand that nuDoom and classic Doom do have different gameplay styles.

>horde management
Classic Doom gameplay is horde management.
You're like a sheepdog with a shotgun most of the time. 70% of the combat is strafing around a mob of monsters and shooting deserters.

Instead of that, nuDoom puts you in the thick of things. The gameplay is more of a dance, the NuDoom Dance.

The Dance isn't bad. The glorykills and enemy item drops serve this dance. And nuDoom may not be faster, but it is however, more frantic. The nuDoom Dance is very fun. It stands on its own.

Could it have had better level design, (I wish more of the game was structured like Foundry) but the core gameplay is very good.

Old Doom never needed Kill Arenas because the monster pathfinding is so basic. D44M has ridiculously good pathfinding. You can't allow players to run past everything and let the entire army of satan chase them because it would tank the performance. Thone monsters won't fucking lose you when you flee. They aren't 2d sprites bashing their faces against a wall because you fled to the other side. They're complex AI constructs with heatmap skeletal animated inverse kinematics and triple-sweep 12-layer textured OpenGL materials. The kill rooms and monster limits exist for a reason.

>(I wish more of the game was structured like Foundry)
Explain, friend.

Do you mean in terms of verticality, or the way most everything was centered on one big room? I felt every level in the game satisfied the former criterion.

In retrospect, I never even tried to be critical of the levels on account that they looked good and were fun to navigate / fight in, and the combat was (((so engaging))). The double jump helped in that regard.

I didn't like the executions and the music was atrocious. Like, what sort of fucked up lovechild of Metal, Electronic, and Dubstep was that trash? The multiplayer was generic and mediocre, and the mapmaker really highlighted the weaknesses of the game and how clever the level design was because you can't have more than a light dusting of demons on the screen at once.

Single player was pretty great though. Played it through like 4 times and 100% it.

>He's right you know. It's painful to see Ubisoft shit leak into everything, all while all is being casualized at the same time. I played the old BLOOD game last year after D44M, and holy shit did it BTFO this neo-ID crap, 6-0

Fag who plays OG Doom religiously and doesn't think nu-Doom is particularly good here:

Blood is mediocre. Bad level design, bad enemy design, bad weapon design, riddled with bugs and glitches, actually comically awful cutscenes far in excess of any of D44M's cinematic sins- it's a game mostly driven forward by its 2edgy4u 90s aesthetic. Duke was better, Shadow Warrior was better.

>Do you mean in terms of verticality, or the way most everything was centered on one big room?

both really

I know the big room essentially makes it a "hub map", but "hub maps" are still 100% more interesting than corridor/arena/corridor/arena.

>corridor/arena/corridor/arena
I might be simple sheep or something, and comfortable being herded that way, but I very much enjoyed this structure.

Corridors give opportunities to relax, experiment with weapons, meet challenges (pistol headshots etc.), and get more comfortable use out of mods like the rifle scope. Almost like a Hell Safari.

These sections are well contrasted against the arenas, whose purpose and qualities should go without saying.

It's a solid layout and never wore on me, but I understand what you mean.

Doom 2016 was a flawed masterpeice, it was incredibly fun to play and definetly the best shooter in a long time. But there was a few issues that bogged it down. Hopefully if they make a sequel (or better yet a new ip that has similar gameplay) they can improve on the framework DOOM established.

> less "kill rooms", I know why they did it, but it really needs to be addressed. Hopefully with engine optimisation in the future they'll be able to have more enemies and larger spaces
> more complex level design, multiple paths, maybe some puzzles,
> glory kills involving your currently held weapon (EG using Chaingun rotating barrels to squash an enemies head against a wall, or putting an imp in a headlock and shooting it in the temple with the pistol, or shoving the rocket launcher down a Cacodemon's mouth and firing)
> new enemies and guns (this is why I hope they make a new ip with similar gameplay instead of a sequel). Doom 2016 got away with it because of the nostalgia factor, but any new game would need a new roster of baddies and a decent selection of new weapons (although you would always have basic Shotgun, Pistol, Machine Gun, Rockets etc...)
> more bosses, Cyberdemon and Spider Mastermind were two of the best bosses I've seen in FPS's (not saying much). More would be nice, I'm a fan of the "boss at the end of every level" trope in games. If Dark Souls can do it, so can Doom. The fact that we never had a 1v1 duel against Hayden at the end of the game was a travesty.

Not the same user, but Foundry was unique in the sense that you could go do the three objectives in any order to open the door to the final room. It actually felt like you were exploring a building instead of moving through a coridoor shaped like a Mars base or Hellscape.

Doom was not first of its kind, AND it did its thing so well, that even technically superior products (ie BUILD engine games) copied its formula to the bone.

There is no reason to make a new Doom game play lklike a mashup of Halo, BF4 and Painkiller, besides appealing to consolikids with rock bottom tier standards.

Ultra-Violence is the best way to play the game.

Nightmare requires you to play too cautiously most of the time.

Nu-Duum is simply a skitsophrenic mess that mixes too many random elements while remaining totally clueless about their purpose. Also, console limitations up your arse, and goddamn ugly, over designed artstyle, that makes everything look like plastic.

Fag who doesn't play any of that religiously and used to be a Nintenkid at the time: You're just a fag.

>Nintenbro wants to tell me what's what about Doom clones

lmoa

>Halo, BF4
What do you actually mean? The only similarity I see between this game and those is grenades and maybe level design.