that happened a long time ago.inb4 Lyric Suite goes full autist.
The problem isn't with Brutal Doom's existence, but with its 'tarded fanbase who are implying it's what Doom was "meant to be".
Thank god Doom wasn't designed by teenage "experimentators".
Do you think Id wouldn't have created Brutal Doom if computing power was strong enough in 1995?
I don't. The game they made when they could do some bells and whistles was Quake, and it wasn't like Brutal Doom.Do you think Id wouldn't have created Brutal Doom if computing power was strong enough in 1995?
Now, that doesn't mean we need to trash Brutal Doom. It's just a free mod—consider it an experiment.
Do you think Id wouldn't have created Brutal Doom if computing power was strong enough in 1995?
Strong enough to fuck with all timings, health and damages in a carefully tuned game? You don't need extra CPU to fuck up a game. You just need to be a teenager. And plenty of teenagers have been making really awful gameplay-altering mods and tools for Doom using dehacked for decades now.
I was one of them, actually.
Danbo's working on a shmup by the way! He's got a really good artist with him and while I've only played the first level it's a ton of fun so far. So check out Blue Revolver when it actually comes out in, IDK, a year or two.
Motive revealed: butthurt his mod never got popular and Brutal Doom is a sensation
Thank god Doom wasn't designed by teenage "experimentators".
So, it sucks because it's different.They took the Doom formula and fucked with every single part of it - damage, reload times, movement speeds - resulting in a hit-and-miss gameplay. Change for the sake of change. Throw enough darts and you'll hit something. The end result makes distinct impression of being aimed at ADD-riddled children.
Spot on
So, it sucks because it's different.
He doesn't look like 13. You could just read Masters of Doom or any interview from the 90s and realize that John Romero wasn't some design genious who was out the make the most balanced 2.5D FPS in existance, but rather a Todd Howard of his day who thought that gore is cool and that ID's game should be more eXtreemee than any one else's. If they had believed in subtlety and craftmanship, they would've made a game called System Shock. But they didn't and instead they made Wolfenstein 3D and Doom, which were naturally infinitely more popular than System Shock because they were eXtreeemee and simple to play.I knew some tard was gonna pull that up because Carmack looked 10 years younger than he actually was.
Original Doom was like Texas Chainsaw Massacre. The brilliance it had could not be recreated, so believing that the developers, who were mental teenagers who wanted to make the most eXtreeeme game possible with contemporary PC tech, were deliberately trying to make a design master piece is foolish. Luckily for them Doom happens to be one of those games where everything fell in place perfectly.
Romero and Carmack's case was that of two complete hurpdurps chained together pulling in opposite directions.He doesn't look like 13. You could just read Masters of Doom or any interview from the 90s and realize that John Romero wasn't some design genious who was out the make the most balanced 2.5D FPS in existance, but rather a Todd Howard of his day who thought that gore is cool and that ID's game should be more eXtreemee than any one else's.
If they had believed in subtlety and craftmanship, they would've made a game called System Shock. But they didn't and instead they made Wolfenstein 3D and Doom, which were naturally infinitely more popular than System Shock because they were eXtreeemee and simple to play.
Doom is like one of those enjoyable blockbuster movies we used to get. Simple and really fun to play, but no one should delude themselves into thinking that it's on the same level as System Shock quality-wise.
No shame in simplicity. If System Shock is a complicated gourmet meal, DooM is a damn fine burger.Doom is p. awesome, but when played side by side with original SShock it starts to resemble a high-school programming project.