Re:Doom Cacowards
by sacrosancty on Wednesday April 13, 2022 @07:54PM
(#31021791)
Somehow I find those high-class wads to be tedious and frustrating. But I find slaughterwads to be a great way to clear my head and truly escape the normal world. They get your heart racing. No time to stop for a breath. If you even turn around, you'll be dead. They're all I play on Doom. Some of my favorites are Dholes and Royale Arena - Cannonball which have beautiful architecture and some puzzle elements but still swarms of monsters. Working through Oreo Cake Massacre at the moment which is more crude.
It's clearly a matter of taste, for sure! Ain't nothing wrong with slaughter wads. If they're your bag, then I'm glad you enjoy them.
I think the last I played was Sunder[0]. Good times.
Re:Doom Cacowards
by sacrosancty on Sunday April 17, 2022 @01:09PM
(#31062374)
Yea, different strokes. Sunder looks great. Thanks. Downloaded it for future needs.
>Too many modern maps lean heavily on limit-removing ports, and other modern features, and lose the sine qua non that made Doom unique and special.
Boom-level limiting removing ports and WADs are not that distinct to for example, Memento Mori, Requiem or Scythe.
Re:Doom Cacowards
by yeetsfromhellL2 on Wednesday April 13, 2022 @07:54PM
(#31021795)
That's what I like about it, it feels like a natural continuation from the original.
SIGIL is probably one of the best _Doom_ experiences since "Doom the way id Did". Too many modern maps lean heavily on limit-removing ports, and other modern features, and lose the sine qua non that made Doom unique and special. They eschew the radically unreal lighting and abstract-but-familiar level design to push the engine towards realism, and consider hardness to be a factor of enemy quantity and not the complexity of the situation.
I'd rather be dying because I was sniped while low on health and fending off a lone imp than find myself circling an insufferably large swath of enemies, soaking them with BFG blasts.