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Re: The DOOM Thread

Posted: Thu Dec 10, 2020 4:05 pm
by Ack
Well, I at least made it through the first chunk of TNT yesterday. Gonna try to knock out a few more levels today too.

Re: The DOOM Thread

Posted: Fri Dec 11, 2020 1:55 am
by Ack
Ok, I have made it to the first of the Hell set of levels, which officially starts on MAP21. TNT is brutal not because it is consistently difficult but because of the inconsistency. Going from a relatively straightforward map involving heavy amounts of infantry and imps into another with a heavy emphasis on Revenants as turrets and puzzle solving makes for a ride awakening every time I begin a new level.

Also, most levels are kinda dull, and some lack flow. There is a lot of backtracking here. I intend to beat TNT: Evilution, but I'm gonna be a crotchety old man about it.

Re: The DOOM Thread

Posted: Sat Dec 12, 2020 2:09 am
by Ack
I now have two maps to go in TNT: Evilution, and I have reached that point where the mapmakers felt difficulty consists of throwing hordes of Revenants and a handful of Arch Viles at the player.

There are things I like about some of these maps, but there are some where it feels the developer simply wanted to make things "hard" but felt the best way to do that was simply to add more enemies. Maps have also become almost mazelike in their presentation, and while it's interesting seeing just how big some of the mapmakers felt like going, it's also extremely frustrating as I have to repeatedly stop and wonder where I'm supposed to go next. Flow is often non-existent.

Oh, and mandatory secrets are a thing. As are walk-through walls that aren't actually considered secrets by the game. Hell, the secret triggers are finicky half the time as is.

I am curious to see how it all comes together in the end. Will the final levels serve as a high point, or will the game resolve itself in a pile of mush? One way to find out...

Re: The DOOM Thread

Posted: Sat Dec 12, 2020 9:20 am
by Ziggy587
Yeah, difficulty is a a hard thing to get right in game design. Can't be too hard, or hard for the wrong reasons, but it also can't be too easy. But that middle ground isn't the same for everyone. So that balance is incredibly hard to get right. And as you mentioned in your last post, the progression of difficulty matters too. To me, I think it's the thing that tends to stick out the most in amateur game design. That balance is incredibly hard to get right, especially level after level. It needs to FEEL like it was a challenge that was rewarding to get through, but without actually BEING that much of an actual challenge because most people don't like to grind.

Re: The DOOM Thread

Posted: Mon Dec 14, 2020 1:11 pm
by Ack
Gunstar recently had been hyping up the Plutonia Experiment level Hunted, so I finally reached it yesterday.

Yeah, that was an awesome and ballsy level. It's different but a lot of fun, and there was a clear transition for me from "Oh shit, they're after me" to "Oh shit, I'm after them." Once I got to understanding how the doors worked in the maze and whittled down the number of Arch-Viles, I started hunting them.

The BFG makes a great reward for that level, and it was a fantastic way to use a nasty enemy, something that I've only seen a few maps do with Cyberdemons. In a challenging campaign that I am enjoying despite its ballbusting, so far Hunted has been the star.

Re: The DOOM Thread

Posted: Mon May 03, 2021 8:23 pm
by Ziggy587
So I've seen lots of videos of John Romero talking about different aspects of DOOM and the making of it, but I just came across a new video of Sandy Petersen talking about the making of DOOM. Definitely worth a watch if you're into "the making of" type stuff.

https://www.youtube.com/watch?v=OaO4p7PNN4M