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I like to point out the facts why DOOM 1+2 are so addictive and fun.

It is all about the monsters!
Notice that the monsters will not shoot you immediately!

They are not the generic modern
1) Walk forward to the player
2) Shoot
3) GOTO 1

They do not attack immediately.
They zig zag they basically dance if they have no space to move.

They dance and do not shoot.

This is what made the monsters fun to fight.
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>>12008262
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>>12008262
DOOM Monster behavior.

This guy can not get down.

>>12008316
See MP4
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I don't have much experience with Doom 2, but Doom's roster is perfect, every base is covered
for the longest time I thought that pinkies always took 3 hits to kill, so when they died in 2 I thought it was because I was aiming well, but it turns out it's a roll of the dice if it's 2-3
that slight bit of unpredictability makes the pinkie always feel more interesting than if you knew for certain it was a set amount; when you're backed into a corner with one you're crossing your fingers hoping it'll be 2 shots
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>>12008343
doom 2 was a glorified user mod cash grab
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>>12008343
Yes the random damage is fun something TF2 discovered.

However the way the monsters MOOOOOVVVEEEE!
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>>12008343
>>12008426
>>12008321

I mean explain this!
Look how they MOOOOOVVVEEEE!
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>>12008262
I don't like 2 nowhere as much as I like 1. A lot of levels feel poorly designed and can drag on. BUT it did introduce a lot of great enemies and the super shotgun, so I can give it a pass.
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>>12008543
2 is DLC for DOOM.
>>
>>12008343
RNG damage is a dogshit mechanic, leave it to the horror genre where having uncertainty fits the mood and pacing. Besides that, pinkies are easily stunlocked by bumping into them, backing out and bumping into them again so they whiff their bite on loop. You can be cornered by pinkies on all sides and come out unscathed by doing this as long as you have a few inches of space left, or for kiting them before it gets to that point.

You could argue the Doom II enemies are one of the reasons why this game has such a big modding scene and longevity. It's them that allow thousands of wads worth of interesting encounter design, I've played some good wads that use only Doom I monsters but without the spice of the high priority targets from II's roster it can feel dull. Demon that shoots single fireball and also melees if you get close with varying amounts of HP isn't that compelling when there's no interplay between it and other baddies.
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>>12008789
>RNG damage is a dogshit mechanic
WRONG!

>Oh boy I will kill this enemy in the same way because it attacks the same way and does the same damage!

>RNG damage is a dogshit mechanic
Explain why DOOM 1+2 are so popular then?

>RNG damage is a dogshit mechanic
Explain why the devs of TF while experimenting with the game resized that doing RNG damage (mini crits) makes it fun?
Explain why TF2 is staying alive for so long?
>>
>>12008262
>Notice that the monsters will not shoot you immediately!
Someone isn't playing with -fast. Don't worry OP you'll make it out of slow pitch eventually.
>>
>>12008262
Plus monster infighting across different species.
>>
>>12009202
Yep that is fun however I do not think I needed to point this out since everyone knows about it.
Have a look at >>12008321
Like WTF is going on there? Like why is the zombie man unable to get to the player?
>>
>>12008543
Doom 2 mapset it overall better than Doom 1. The best way to play Doom is play D1 shareware, skip the rest, and go straight to D2.
>>
>>12008343
Half of Doom's enemies are annoying bullet sponges, especially without the super shotgun. Fucking cacodemons take what, 6 shotgun shots to kill?
>>
>>12010821
7 on average
Captcha: AHHRMY
>>
>>12010821
>Fucking cacodemons take what, 6 shotgun shots to kill?
Barons are the real ugly ones to have to shotgun: 13-16 shells.
>that tiny chance of an imp surviving a blast
Still not as "'why god why" as an imp surviving two berserked fistpumps.
>>
>>12010782
I think it's because those sectors have such a sharp angle. I use that to cheese any legendary monsters that spawn on that level in God Complex.
>>
>>12010782
The last two linedefs on the stairs are set to block any monster from passing through them.
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>>12008428
Best part about Doom is you can make your own headcanon that explains away why monsters act the way they do. Anything works-- they're hell monsters, doomed to experience dumb hellish conditions forever. The more convoluted, the better. Lack of story makes Doom fucking great. Put humans into the game then you have to explain that shit, and it all falls apart. I prefer to think Doom guy has an aura which monsters feel through walls to explain their shared behavior of knowing which direction to go.
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>>12011527
>The last two linedefs on the stairs are set to block any monster from passing through them.
WOW.
Nice thanks.
So yo uare telling me that ID not only
>Programmed monster infighting
However also DELIBERATELY made special places on the map where they are blocked?

What levels of insane inhuman work did go into this game???
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>>12011726
>Best part about Doom is you can make your own headcanon that explains away why monsters act the way they do
DUDE.

Who cares about the lore it is clearly fun to fight monsters who behave like this!

All you get these days are monsters who blindly follow you like idiots or some balloons on a string and the combat gets boring as fuck.

The amount of development that did go into these old games is literally insane.
Trying to reason why they behave like this without any resources is almost futile!

>RNG damage
>Monster infighting
>Monster movement

Like that is some next level thinking.
Like who did come up with this?

In a unrelated note I tried to reason how the monsters move and spawn in NES Ghosts 'n Goblins and trying to do that with save states and observation alone is IMPOSSIBLE.

Like there must be some next level tree of choices governing how they behave and spawn based on what button you pressed a millisecond ago.
>>
>>12013276
Now we know that was a lie; they were wearing pants



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