brutal doom is a mod that plays the original WADs, of course its about mowing down hundreds of enemies.
Serious Sam is NOT Doom!
You couldn't even PULL OFF rooms of 50 monsters back then without destroying performance or running out of memory!!
its nothing like old doom. at all.
That looks really promising . The weapons needs a bit more feedback and it will be great.
Shoddy and generic Hahahaha!
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Yeh.... you don't know Doom then if it's mowing down hundreds of enemies hahaha. Go replay 1/2 please.
I know what you mean, but Doom was all 2DNo 3D renders in the game, as far as i know.
I don't know, I'm freaking excited for this.
-Health/armor bars = check.
-Demons = check.
-Hell = check.
-Gratuitous amounts of gore = check.
-Techno/metal music = check.
-Some of the guns we've come to love = check.
Sounds like a doom game to me.
brutal doom is a mod that plays the original WADs, of course its about mowing down hundreds of enemies.
did i say 100s at once? you seem to be a troll, stop it please.
Brutal Doom isn't Doom.
I like what I see too.This looks like the first real 'next gen' version of an old game. I'm very ok with that.
There are SO many monster closets. The sound of opening the door followed by all of the monsters activating was part of the charm. It's like "oh shit" whenever it happens.There are tons of monster closets in doom. In fact the level "The Pit" in doom 2 has one filled with mancubi.
This kind of goes with what I was talking about (huge variations in what people love about Doom). Maps like "The Courtyard (map18)" are the ones I dislike the most. When I replay Doom 2 I pretty much skip the whole middle section of the game (starting with map12). It's when they were trying to make "realistic" maps and lots of open spaces and I didn't find it all that fun.doom 2 was full of rooms of 50 enemies, like the courtyard, and it was great.
Brutal Doom isn't Doom.
Brutal Doom isn't Doom.
There are tons of monster closets in doom. In fact the level "The Pit" in doom 2 has one filled with mancubi.
Let's be clear here: Dark and gritty Doom is not out of character. As noted, the original game had plenty of jump scares and used lighting as ways to amplify the dread factor. Furthermore, the design document was rather close in spirit to films like Aliens.
What is interesting is that the technical limitations of the era worked in its favour. Having a smaller colour palette meant that you could spot your enemies from afar and develop your fighting strategy on the fly depending on their class. The same also apply to their attacks, which were very easy to identify (balls of fire, missiles, blobs of green plasma, radiant orbs of blue energy).
None of this seems to be present in DOOM. But what I find more worrying is that the game is abandoning its maze-like design in favour of something more realistic (I'm not ready to claim it's also more linear), with a visuals-pushed path instead of one relying on exploration. They also make me worry about the game's mechanics. One of the most misunderstood things about OG Doom is that the game was ALL about choke points, not checkpoints. This is one of the reasons why Doom 3 was such a monumental failure, specially next to smaller games such as Serious Sam, which encapsulated Doom's essence better than any other game despite its gaudy looks.
Here's a fantastic article about why classic Doom mechanics still work fantastically well despite the game's evident age.
Serious Sam is NOT Doom!
If you want Serious Sam, play Serious Sam but keep that shit out of Doom. Doom was never about this!! It's not just a series of rooms filled with 50 monsters.
I hear you on this, and while I'm not sure this DOOM will share the same philosophy in its level design, the tools Id are providing the community pretty much guarantee we'll have plenty of user made content that does. That in itself is exciting.
are you serious? brutal doom wont run without doom wads. its a mod. of doom.
Doom on steroids.
There are SO many monster closets. The sound of opening the door followed by all of the monsters activating was part of the charm. It's like "oh shit" whenever it happens.
This kind of goes with what I was talking about (huge variations in what people love about Doom). Maps like "The Courtyard (map18)" are the ones I dislike the most. When I replay Doom 2 I pretty much skip the whole middle section of the game (starting with map12). It's when they were trying to make "realistic" maps and lots of open spaces and I didn't find it all that fun.
are you serious? brutal doom wont run without doom wads. its a mod. of doom.
This is another great article on how a lot of people see Doom.
It's not a brutal ironic gorefest, it's a first person chess problem, where the pieces are your guns and the enemies. Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting and the level layouts.
You forgot the most important thing.
Doom door sounds, dude.
Doom door sounds.
This game looks great. Perhaps not as great as classic doom1/2, but a lot better than Doom3.
This is another great article on how a lot of people see Doom.
It's not a brutal ironic gorefest, it's a first person chess problem, where the pieces are your guns and the enemies. Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting, the 100% predictable enemy behavior, and the level layouts.
Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting, the 100% predictable enemy behavior, and the level layouts.
This is still the best article about Doom, and goes on to explain concepts and ideas that make it so good. Concepts and ideas I don't see in this new Doom(yet).
Doom is not about shotguns and demons. Its not Mars techbases and occult wallpaper. If it was, Doom 3 wouldn't have came and gone like a irrelevant fart in the wind.
And Brutal Doom is trash, created by a trash person.
This is another great article on how a lot of people see Doom.
It's not a brutal ironic gorefest, it's a first person chess problem, where the pieces are your guns and the enemies. Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting, the 100% predictable enemy behavior, and the level layouts.
That's not what Carmack thinks though.
This looks Doom with a fresh coat of paint on it, which is what I am assuming Doom fans want.
The criticism seems to be more about people who aren't into the Doom concept more than anything.
Serious Sam controls well but its weakness lies in level design. Doom wasn't just a series of empty rooms in the same way that Sam is. All it had was the combat - levels themselves were awful.dark10x pls.
Serious Sam was a resounding success because it is one of the few games that understood Doom Mechanics, which are mostly based around choke points, spotting enemies from afar and dodging shit every few steps.
Sure, the game indulged in throwing massive amounts of enemies at the player, but most indoor levels were surprisingly Doom-like, specially those with slower enemies.
Honestly, I never really did that. I enjoyed how monsters fought one another (something they very briefly show happening in this new footage) but I never herded them around like that. Sounds kind of interesting, though, I must admit.did you never run round a doom level to unleash all the monsters, and herd them into seething mass of hell creatures in the middle, and they they all started a huge hilarious fight amongst themselves. i can still hear that gnawing grinding sound as they all savage each other. one of my favourite parts of doom
i might get slaughtered for this, but the serious sam games are how to do this type of thing, way more interesting than this type of doom. SS3 starts slowly but by the end you are fighting literally 50+ enemies at a time, mowing down crowds with huge weapons. this version of doom is exactly like doom3, killing boring generic imps 3 at a time.
He means that Brutal Doom changes a lot of the game in ways that are for the worse; it's not really a true representation of Doom gameplay.