But, what about the monsters? In some wads I played over the years, I’ve seen maps with Heretic enemies (oh hell, even Duke3d enemies), or with recolored enemies like ‘shadow imps’, or with some slight variations, so I was thinking, it would be cool if there was a way to put new enemies in any map, automatically. The design, sounds, animations, it’s all pretty pro.įinal Doomer gives newer collection of weapons, ok. They maintain some basic standards (pistol / shotgun / mg / RL…) but each set has it’s own interesting spin, like one where you have a bow that paralyzes enemies, or the super shotgun has a very reduced range and the normal shotgun fire energy projectiles that can bounce projectiles. Five collections of weapons, to be more exact. In the end it was recommended to me Final Doomer, which is a very well done collection of weapons. I usually play this levels normally, but this time I wanted something that would spice up the gameplay itself a bit, without reaching the extremes of Russian Overkill, and would maintain normal themes and balance (so no Guncaster where you are a Wizard Dragon or Neutronian Chaos with MSPaint style either). Still, I wanted to play it a bit more differently. It doesn’t rushes out in putting out the biggest weapons and enemies, instead it follows a more natural, paced progression, and the difficulty is gasp normal and balanced, unlike so many wads that are too hardcore. Maps are small but well designed, interconnected and twisted in interesting ways. It’s a 32-map megawad which uses a very good, cohesive texture pack, and it’s being great. Difficulty is also pretty high (for me), although at least it supports all difficulty settings, I played it on the HNTR.Īfter playing that, I got in the mood of more Doom, and I found Eviternity. On some occasions I had killed 350 monsters already and started being a bit tired of the map, when I noticed the monster count, being 350/750. No keys or interesting exploration, either. It also plays mostly with an arena design, where you reach an area, monsters spawn and area is closed, you kill them and area is opened again. You know, 90% of combat is holding the fire button with the RL, plasma or BFG.
BEST HEXEN MODS LEVEL MOD
In any case, this mod is an intense experience, and it has some interesting parts, but it’s a slaugther map which I find a bit boring at times. Speaking of, GZDoom has now a Vulkan renderer in experimental phase, in my case it just crashes :(. The fourth is a much shorter map, with an interesting gimmick. At least the second and third maps, which are the longest, had better performance than the first one. The worst part is some areas of the first map. But it’s also a bitch to move properly, you need a recent highend cpu (ie 8700k!) to do it without problem at all situations, because even modern sourceports like GZDoom aren’t multithreaded. As the name indicates, it’s a 4-map slaughterfest wad. This week I just played The Slaughter Spectrum. By that I mean Doom feels like a shoot-'em-up or brawler now that I’ve been playing it so long. What keeps me coming back is the speed, the abstract design, and the “arcade” feel. I still play Doom once a year to try the latest custom maps and mods. The rest of us are going to play it for two reasons: it still holds up against modern games, and some people have forgotten what it means to be an “old school” shooter. You’ve played Doom, right? If you haven’t, you’re in for a treat.