Originally posted by ezzetabi
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Doom 3 BFG Edition
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Seriously, i must be the only one that LOVES this game! It feels so much like Doom 1&2. They have made it more fast paced but still with the horror impact. You move faster, more bullets for your honeys! You wanna shot right? They have tripled the action. The graphics are just gorgeousss. I know there is the sikkmod, but i'm a guy that has played too much Quake 1 and other old-school shooters so i've never been an graphics fanatic.
The Lost Missions is just wicked. The Hell levels are just so f'cking awesome, and most of the maps are in hell. I really dig this pack. My opinion.
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Lost Mission has faster movement and gives you more ammo, better weapons and tougher monsters early on, true.
It's a very easy script change to make the player run faster in vanilla Doom 3, though. And if you want tougher combat in Doom 3, you can just open the console and type "map game/site3" or "map game/caverns1".
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Just finished both the main game and Lost Mission - not too sure right now if I feel like bothering with RoE.
The overall impression is a mixture of pleasure and disappointment. It's nice to run the game at such a fluid framerate, and the fast loading times are really great, but the unnecessary gameplay changes spoil the party.
I never had ammo trouble in the original and this version has far too much ammo; I was going to rant about that but having thought a bit more, it would essentially be the same as complaining that infinity (and if you never run out of ammo it's effectively infinite) is better than 2 * infinity, which seems a dumb thing to do.
Some of the nerfed dynamic lights and shadows take away from the atmosphere.
I got used to the increased brightness real quick and the areas that used to be dark are still dark, so not much cause for complaint.
I preferred the old flashlight mechanic - nuff said there.
Lost Mission base maps were boxy and uninspired, but the asset reuse was nowhere near as bad as some sources may lead you to believe. Hell maps were epic fun.
Way I'm thinking now is that both this and the original have their own failings in different ways. What I'll probably end up doing - when the GPL source is released - is doing my own personal build that resolves the issues I'm most annoyed with in this version and using that as my own "preferred version".IT LIVES! http://directq.blogspot.com/
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I've been thinking that infinite ammo (ie, no actual ammo) at least for the basic weapons makes a lot of sense in a shooter. Doom 3 gives you so many clips that they start to come out of the player's ears. Why even bother to *have* clips?
The only remaining reason to have ammo at all is that players love to pick up loot even if it's useless. That's apparently ingrained human behaviour. On some level, you go "oh nice, loot" even if you already have 1234 bullets.
Maybe it would work if a game had common and rare ammo. At least the rare ammo would be something to look forward to - like golden items in Diablo.
But the fundamental gameplay - kill monsters, find the exit - doesn't require ammo counters at all. Blowing up monsters in different ways just adds variation to the formula (this implies that the cooler weapons should really have some limitations).
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Yeah, that's more or less what just occurred to me. If you're always feeding the player enough ammo anyway, then you may as well just make it infinite and be done with it, because either way the player is not going to run out, so why bother? What's the practical difference? Give them weapon upgrades or something more meaningful instead.
Honourable exception - the BFG.IT LIVES! http://directq.blogspot.com/
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