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thats interesting.Yeah it's pretty great, for a modern FPS. Captured the fast/frenetic nature of DOOM nicely, but the fight-room structure is somewhat frustrating, and decidedly anti-DOOM.
thats interesting.
the noclip documentary discusses the fight rooms. one of the early "breakthroughs" the design team was very happy with.
While you say Anti-doom. The heritage and design philosophy makes sense. its Quake3 Team Arena. The fight rooms are specifically designed to recreate TA maps, with powerup locations, ammo, and platforms, for that frenetic run and gun.
Doom itself only had a few "fight rooms". And didn't actually have 3d, platforms, jumping at all.
I think it's the way it changes the player's approach to combat - the game makes it very difficult to retreat and puts a divide between exploration and combat, which is very much unlike Doom. At the same time so far all the challenges I ran into followed a rather predictable difficulty curve, with very little room for creativity.thats interesting.
the noclip documentary discusses the fight rooms. one of the early "breakthroughs" the design team was very happy with.
While you say Anti-doom. The heritage and design philosophy makes sense. its Quake3 Team Arena. The fight rooms are specifically designed to recreate TA maps, with powerup locations, ammo, and platforms, for that frenetic run and gun.
Doom itself only had a few "fight rooms". And didn't actually have 3d, platforms, jumping at all.