Tag Archives: doom

The Axes of Difficulty

As always, I am generally writing to and from the position of FPSes.

There are three axes for skill settings, broadly speaking, which can change (non-exclusively) to adjust the difficulty, they are:

  • Behavioral – Enemies gain or lose abilities, display different reaction times, change tactics, and vary in accuracy and prediction. A simple illustration of this is in the original Unreal where the combat capability of the monsters was modified by the difficulty level you selected.
    • Nightmare difficulty deserves a special note here, as it often increases monster attack speed, general aggressiveness, and may include elements such as respawning. Nightmare was created for Doom in a patch, a response to player complaints that Ultra-Violence was too easy. You may want to read my small article on Duke Nukem 3d’s higher difficulties.
  • Economical – Health, armor, and ammo are more scarce, inventory may be limited. This can engender an anti-completionist attitude, or drive the secret hunter all the further.
  • Circumstantial – This one is a bit broader and can include changing level layouts, though less common due to technical and labor reasons, but more often involves Economical changes on top of enemy positioning, quantity, and composition changes. This method was commonly used in FPSes and can be seen extensively in Quake for the wide shifts in level density and battle complexity depending on the difficulty.

These increase the cognitive load on the player, asking him to factor in more at a time for decision making, thus asking the player to use their existing education about the game in a more strenuous form, while mentally juggling changing data points, which takes us back to the simple notion that learning is fun, when focused and applied. Continue reading

My First Doom 2 Map

Tainted Waters.

It began as an exercise to challenge myself to actually sit down and learn Doom Builder.

The goal was to explore a variety of features and gain familiarity, enforced by the tight deadline, and to a degree inspired by Romero’s single session creation of e4m2. There was no planning involved, though in my downtime I would think on the layout for ways to improve it. Now I did hit a snag in my plan of weekly map releases…

I recovered faster than I feared it would take, but it did hit my self-derived momentum, but I had a new momentum, in the form of a not completely horrible looking level that was a functional layout. Functional layout meaning a player spawn, exit, triggers, locked doors, keys, secrets, and a variety of encounters. So I got back to it, having already clocked 20 hours, I engaged in that infamous final 20% which seems to take so much of the effort and began soliciting friends for playtests, and iterating on it from their feedback and my own play sessions and bug finding.

It is one thing to find bugs, but another to fix them, particularly on your first outing. I quickly learned how much error catching and good faith assumptions GZDoom makes for the player, as I ran into some ugly issues and locked off areas when testing in PrBoom+ and Chocolate Doom (and to a lesser extent, ZDoom). I ultimately decided to simply state that the map is best played with GZDoom, as I had developed some mapping habits that GZDoom had no problem with, but other clients did. Hopefully those habits will be broken on the next level.

I’m releasing it now, and will be uploading it for Doomworld’s /newstuff. I’m not a great mapper, yet, but I think this is an okay first effort, and I had more fun making than I’ve had playing most games. Maybe the next one can be done in under 20 hours?

You can download it here.

What Doom Is Not

At the heart of the advocacy from id about Doom 4 is the repeated references to Doom’s DNA, to the validity of this addition to the franchise. Reviewers and YouTube personalities are keen to demonstrate a command of FPS proficiency, and thus latch on to this while citing various parts of Doom 4 as being just like the original. This is understandable as it does add weight to a positive review in the form of a pseudo endorsement. “This is awesome because it is a given that the original is awesome, and I vouch that this reminds me of it.” The problem is, they are speaking of Doom as a memory, which it doesn’t have to be.

Since its release in 1993, it has always been playable on mainstream devices (and less mainstream gaming platforms, like, pianos) thanks to the original executable, Doom95, and the source ports surrounding the 1999 release of the engine code. There is no need to appeal to childhood memories when it is just as accessible today as it was on release. But this does seem to be their foundation, and I am being generous here, as if it isn’t the fault of memory, then they have serious sensory issues to work out. The following is a short list of Doom 4 attributes that Doom does not share, yet so many reviews insist that it does. Continue reading

Romero’s Take On Doom E1M8

It is very likely that if this is the sort of site you read, you’ve probably already heard that John Romero released a new Doom map, his take on e1m8. Many note that this is substantial due to how long it has been, but my takeaway was that it made it possible to play all of the first episode of Doom encountering only maps by Romero. E1M8 was designed by Sandy Petersen based off of scraps from Tom Hall, and it being a different mapper worked for a boss level, as the level signified change. It had the most somber song yet, and the clearest presence of the Hell themes. It was transitioning you to Shores of Hell, an episode with many maps by Petersen.

I’ll be reviewing the map on its own merits, but also in the context of being the level following E1M7, and of being constrained to the shareware content. Below the cut you’ll find not just the review, but my first playthrough of the map on YouTube. Due to GZDoom crashing and corrupting the video, you missed out on my first five deaths, so this video (recorded in ZDoom) has me changing my strategy and being aware of one secret.
Continue reading

Duke Nukem 3d and Higher Difficulties

For someone who loves classic first person shooters so much, I’ve never been a fan of Nightmare modes. Doom had enemies respawning, Quake had faster attack rates (and a faster Vore firepod), Blood had substantially healthier enemies, and Duke3d, like Doom, went with respawning enemies. I didn’t care for these because they tended to mess with the rhythm of the game. Quake doesn’t feel like Quake with monster attacks spamming, Doom can’t build its sly creepy mood if you’re forced to keep moving like it is a deathmatch session, and the robed cultists in Blood should not require four shotgun shells.
duke0000
I recently dropped by GalleyUK’s YouTube channel, home of some of the finest playthroughs of first person shooters, and saw he had somewhat recently re-recorded his playthrough of Duke3d, all secrets, all monsters, all four episodes. But this time he did it on Damn, I’m Good, the game’s equivalent to Nightmare. Damn, I’m Good respawns the monsters, but only if a solid corpse is there. And Duke has corpses which react to splash damage. Immediately the pipebombs and laser trip bombs gained value beyond toying about (and in Dukematch). Galley would toss a pipebomb amidst corpses and detonate, or lace the room with lasers before leaving.
duke0002
Explosions are somewhat obvious, but this also inflated the value of the Shrinker and Freezer, elevating them beyond gimmick – they didn’t leave solid corpses either. Killing an enemy in a doorway would result in the corpse getting squished, also preventing a respawn. But my favorite was the HoloDuke, a toy copied straight out of Total Recall, I never found a use for it. But Galley, without any explosives to his name and an abundance of corpses, left the hologram running in a thoroughfare as he continued his exploration of the level. He later returned, and all of the enemies had respawned, but instead of fanning out in search of Duke, they were preoccupied with the hologram. He kept them in check.

Where other games, excellent games which I love, lose something from their highest difficulty level, Duke Nukem 3d gained an additional layer, and turned the trinkets into tools. We need more games like that.

Quake and Doom’s Mechanics

So sock, level designer extraordinaire, had a tweet which triggered some interesting discussion:

I didn’t directly participate, as on this subject I find Twitter’s character limit to be too restrictive. Jehar and negke jumped in with thoughts, but I figured I would share mine here. At a glance Doom and Quake seem to be similar games. First person shooters made by largely the same team, and with the same key people of Romero, Carmack, and Petersen at the helm. But they have many fundamental differences, such that I find it hard to articulate it succinctly. As negke has dubbed me a master of verbosity, I shall do my best to live up to that. Continue reading

…and Everything Else

Thus concludes my first week of taking this blog seriously. I updated the stylesheet a little bit, created a Twitter, embedded the Twitter, added a YouTube widget, brought in some ads, made several posts, and began the work of establishing a schedule. I’ve got another post scheduled for Monday, and ideas for both a Wednesday and a Friday post.

This week I also ordered an Xbox 360 gamepad for the sake of continuing my Let’s Play of Rogue Legacy. I hope to also start one of Dark Souls (I’ve intentionally kept myself ignorant as to the game’s content to make for a better LP). A consideration I’ve had has been one of streaming on Twitch at least once a week. Fodder for that would likely be Spelunky, Minecraft, Quake, Doom, and who knows what else. These may or may not have commentary, as all I have at present is a webcam microphone.

As you can hear in that playlist, and some of this is just experience difference and tone of voice, but Jehar is loud and clear, where as I am muddled and mixed in with the game sound. Practice will help, but a proper dedicated mic will also help. So until that is the case, I will probably not be providing vocal commentary.

I hope to make this post a regular thing, as well as three or so normal posts a week, so you readers can reliably come here a few times of week for content.

The image up top is from the Battlefield 3 campaign, where I came across a bunch of NPCs T-posing in a rather creepy fashion.

The Virginal Experience

We all remember our first time, for anything substantial that happens after early childhood. I see this more and more often in the realm of games. We attribute the benefits of a genre to the first game that we play in that genre, and we attribute the gains of a technology to the first game that we play which uses it, and if it is our first game for either, we were generally unaware of the substantial gains already made in those areas by prior releases.

Typically these things happen in waves with adoption of other technology or hardware, demographic activities, infrastructure rollouts. So games which release in a timely manner around these events are poised to be received by a whole host of new customers who don’t know their genre or the technologies they use. Many of my favorite games saw the benefits of this, and I will be attempting to list a few examples of this below to illustrate my point. I will be focusing on the first person shooter genre, as it is my genre of choice. Continue reading