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Gameplay Mods • Re: Skeletal Doom 1.07d

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This has potential, but there's a couple of clunky details, and there's an important lesson that Hideous Destructor learned that really needs to be applied here.

Firstly, the awkward details:
- Mag management for the pistol is really clunky. Picking up a partial magazine...resets your current mag to the amount of ammo in the partial mag? Picking up loose bullets, likewise, resets your current mag to zero. It's baffling. It feels like the mod's trying way too hard to make me waste ammo.
- The shotgun's pump mechanic feels oddly stiff. Like, it feels like there's a longer pause than there should be between firing and being able to pump, possibly because there's not a lot of animation on firing. Also: No slamfire?
- Durability drains way too fast. Weapons only get 100 shots before breaking. The manual suggests that spare parts are cumbersome and shouldn't be stockpiled because they'll slow you down...but I end up grabbing every pile of spare parts I can find, because I'm constantly using them!

Secondly...one of the most important things about Hideous Destructor, at least when I played it, was that you weren't slow. You could build up, and maintain, near-Doomguy speeds for a surprising amount of time--and more importantly, you had a lot of options for quick bursts of movement. This is because maneuvering is a major part of combat, and in fact most of what makes a game deeply tactical is making positioning deeply important. Getting behind an enemy is a MASSIVE advantage, even if they already know you're there, because they have to turn around and you don't! (This is less obvious with Doom's bestiary, because all monsters in Doom instantly turn to face you the moment they fire a projectile.) Making the player slow is only one way to make them commit to a position.

Statistics: Posted by dawnbreez — Tue Apr 30, 2024 4:16 am



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