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Saturn of Elemia

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Nice. Now it makes me thing about which monsters from the original games were left out of Doom 3 and RoE. Let's find out:

 

Monsters left out of Doom 3

 

Chaingun Dude (Doom 2/Final Doom)

Shadow Imp (Doom 64)

Spectre (Doom/Doom 2/Final Doom/Doom 64)

Pain Elemental (Doom 2/Final Doom/Doom 64 I think)

Baron of Hell (Doom/Doom 2/Final Doom/Doom 64)

Arachnotron (Doom 2/Final Doom/Doom 64)

Spider Mastermind (Doom/Doom 2/Final Doom)

Demon Queen (Doom 64)

 

(If I overlooked any, do lemme know)

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Nice. Now it makes me thing about which monsters from the original games were left out of Doom 3 and RoE. Let's find out:

 

Monsters left out of Doom 3

 

Chaingun Dude (Doom 2/Final Doom)

Shadow Imp (Doom 64)

Spectre (Doom/Doom 2/Final Doom/Doom 64)

Pain Elemental (Doom 2/Final Doom/Doom 64 I think)

Baron of Hell (Doom/Doom 2/Final Doom/Doom 64)

Arachnotron (Doom 2/Final Doom/Doom 64)

Spider Mastermind (Doom/Doom 2/Final Doom)

Demon Queen (Doom 64)

 

(If I overlooked any' date=' do lemme know)

[/quote']

 

seems like a relatively complete list to me

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Now, which of the enemies on the list would you say is the most annoying?

 

For me, I would say it's a tossup between the Arachnotron and the Pain Elemental. Here is my analysis on each one:

 

Pain Elemental

 

Bad: Spits out Lost Souls at a fast rate; Releases Lost Souls when killed

Good: Slow; Doesn't attack; Pretty low endurance

 

Arachnotron

 

Bad: Plasma Rifle shots; Extreme rapid fire; Quite durable

Good: Slow movement; Easily stunned; Great crowd clearer

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The only one that was annoying to me in Doom 3 and RoE was the Cherub because of it's far leaping abilities and high damage (despite having a pathetic 50 health). I try to conserve my ammo in stronger weapons for other enemies, so I tend to fight Cherubs with the shotgun, which I cannot achieve a 1 hit kill unless I shoot them at near point blank range (in which case if I don't I'm guaranteed to take damage)

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Just for fun, I'm going to point out all the good and bad points of the monsters from the first game. See if these compare to the Doom 3 counterparts:

 

Zombie Guy

 

Good: Easily disposed of; Doesn't do much damage; Drops Pistol/Chaingun ammo

Bad: Tend to swarm

 

Shotgun Guy

 

Good: Easily disposed of; Drops Shotgun

Bad: Tend to swarm; Deals moderate damage at close range

 

Imp

 

Good: Easily disposed of; Easily confused

Bad: Tends to swarm; Scratches at close range; Fireballs are quick

 

Pinky

 

Good: No projectile attacks; Easy to dodge bite; Falls to fists or Chainsaw

Bad: Tends to swarm; Bite deals massive damage

 

Sprectre

 

Good: Same as Pinky

Bad: Same as Pinky + Hard to see

 

Lost Soul

 

Good: Easily disposed of; Doesn't do much damage

Bad: Moves quickly; Tends to swarm

 

Cacodemon

 

Good: Moves slowly; Easily stunned: Falls to Chainsaw

Bad: Projectile and bite do lots of damage; Durable

 

Baron of Hell

 

Good: Doesn't tend to swarm: Good crowd clearer

Bad: Durable; Does lots of damage

 

Cyberdemon

 

Good: Slow; Easily confused

Bad: VERY durable; Deals massive damage; Hard to confuse

 

Spider Mastermind

 

Good: Easily stunned

Bad: VERY durable; Deals lots of damage in a short time

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It sounds like the Pinky in Doom 3 was weakened severely. In the original games, a Pinky's bite could deal (at most) 35% of your life in a single bite (without armor and you not attempting to move out of its way). Of course, that only really happens if it attacks you when you can't see it or you stand still while shooting. On average, it will only do about 11-16% damage without armor.

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  • 3 weeks later...

I liked the first two dooms' date=' the 2D ones. DooM 3 was pretty scary, but the graphics weren't all that great. I can't wait until Doom 4 next year.

[/quote']

 

Did ID software confirm it'll be released in 2010?

 

That would be nice, but I wouldn't be surprised if it wasn't true. Hopefully, we'll get more demons and BRIGHTER enviroments. (Well, not TOO bright - but you get what I mean)

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Yeah but the brighter the environment' date=' the less scary it becomes. Doom 3 was dark because it was intended so you never knew when they'll jump out at you

[/quote']

 

But if it gets to the point where it's so dark that you cannot see at all, then it poses a problem - especially if you have to traverse a narrow ledge or something like that. Maybe have lighted walkways or something like that. Hell, even more flashing light fixtures like in the other games would help. They could be made to flash briefly during like 5 or 10 second intervals. That way, you can briefly see what's coming - unless you just missed the flash, then you gotta wait to see what's ripping you to shreds.

 

Which makes me wonder. Did firing a gun give off any kind of light? It did in Doom 64, but not the other games. That's why I used the Shotgun and Chaingun so much in that one.

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that's the main problem in Doom 3' date=' none of the weapons actually had a flashlight attached to them.

 

It was intended to see who can switch back between the flashlight and weapons fast enough

[/quote']

 

There was no flashlight in Doom 64. Each time you fired a weapon, it produced a small flash of light due to it being fired. The Shotgun was brighter, but the Chaingun kept it bright for longest. The BFG9000 was the absolute brightest when it hit a monster, whereas the Plasma Rifle was kinda dim in the amount of light it produced.

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interesting. But was Doom 64 brighter than Doom 3?

 

And eventually once you play it enough times' date=' you'll know where most enemies spawn, so there's less need for a light

[/quote']

 

Doom 64 did have some pretty dark areas, but was in general brighter since there were more areas that were outside and the lights hadn't taken much damage from the demon invasion. The acid and lava also put off a nice glow effect, so you could kinda tell where the edge was if it got too dark.

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you had to deal with acid? Where?

 

Doom 3 there was never such acid' date=' and lava glows VERY brightly in hell

[/quote']

 

Acid = Biohazardous waste.

 

It was all over the place in the original games. Step on it for too long and you took damage - and it was cumulative, so you needed to get off it FAST. It later became lava in the later levels and it did more damage if you stood on it for too long.

 

In Doom 64, the acid glowed green and helped you navigate a little bit.

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oh that. Doom 3 had it too' date=' but it was REALLY dark olive color, with no glow at all (I guess they felt in the original it gave off too much light)

[/quote']

 

It only gave off a glow in Doom 64 - there was no such glow in the other games. It was just a bit ligher green than what you just mentioned in Doom 3. In the first games (1,2, and Final), it usually wasn't dark when there was acid or acid around. Different story in Doom 64, though.

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