The big thing that makes shotgun guys dangerous is that they're hitscan weapons, so it is impossible to dodge their shots after they're fired the way you can with Imp fireballs. This isn't so bad when you're facing them head on, because dodging can spoil their aim before they shoot, but situations like at the end of the video where they open up on you from nowhere can really ruin your day.
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# ¿ Mar 20, 2020 23:19 |
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# ¿ Apr 27, 2024 05:43 |
For anyone who hasn't read it, Masters Of Doom is a very good telling of the story of ID Software's early days up until after Romero left. The creation of DooM is, of course, the centerpoint of the story.
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# ¿ Mar 21, 2020 05:08 |
The Lone Badger posted:The most difficult part about going back to DOOM is no fricking crosshair. If that bothers you, every source port has an option to add one.
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# ¿ Mar 26, 2020 10:50 |
Monsters of the same type can infight with melee attacks, you just rarely see this, and when you do it is with melee-only monsters such as the Pinky, because it is really hard to get two imps to aggro each other. I've been playing for years and only seen it two or three times with ranged-capable enemies.
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# ¿ Mar 28, 2020 01:17 |
DooM always had save-anywhere. What the source ports add is an autosave at the start of every level so you never get forced into a pistol start.
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# ¿ Apr 3, 2020 20:40 |
It is always worth checking out Brutal Doom as far as mods go, even if the creator's on the garbage side.
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# ¿ Apr 9, 2020 16:06 |
Crazy Achmed posted:There always seems to have been a desire within id software to make role-playing games, although they were never known for it at all. According to Masters of DooM, one of the early "John Romero is an rear end in a top hat" moments at ID was when Romero wrecked a DND campaign to get a cool sword for his character.
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# ¿ Apr 11, 2020 03:28 |
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# ¿ Apr 27, 2024 05:43 |
I think what made ID work was their willingness to "shoot the engineer", with Romero as the engineer in question. Romero was exactly the sort who would continually push for more - there's a story about him reworking Daikatana mid-project because he wanted to include features from a Quake II demo he saw at a trade show. Meanwhile the rest of ID's staff was perfectly happy to cut off development at a certain point and "ship" it - declare that this is where we're going with this project, so finish the levels and go to bugtesting. There's an interesting parallel with Duke Nukem Forever, which was a disaster largely because the developers kept wanting to add more.
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# ¿ Apr 27, 2020 22:30 |