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Rapporter et oversættelsesproblem
I feel mapping wise Doom feels like just the right balance between modular mapping and freedom.
You got the barrels, the keys, lava, crushing ceilings,... just enough elements to force mappers to get creative and think out of the box.
Quake allows for much more stuff which is also fun, because you can suprise the player a lot more with unexpected elements. But it takes away something of the sort of modular-ness and the puzzle like nature of the game.
Doom has probably the most perfect balance of weapons and monsters.. almost as if id got lucky and never manage to create such a memorable roster of monsters with distinctive attributes that perfectly complement each other. And the arsenal is perfectly tuned for each monster.
Quake 1, as we all know, had a very troubled development and the result is a bit more sloppy, but the controls are better and the level design in real 3D shines.
I will never get tired of those games.
there's also the fact that there really aren't many games like classic doom. while it's still a fast-paced run-n'-gun boomer shooter at its core, it's a lot more tactical compared to games like duke 3D or quake. especially in tougher map sets. the way every enemy closes in on you on top of the lack of verticality places this huge emphasis on area control. while there are fights where the only goal is to run around, shoot enemies and avoid damage, there's others where you're moreso trying to keep control of the arena and avoid being overwhelmed. there's absolutely elements of that in other games, but doom just does it in a unique way. hell i feel that's one of the reasons why doom's mapping scene is still huge compared to other games from the era
meanwhile quake's a lot more of a pure run-n'-gun experience, and a lot of games from that era and even today do that same sort of thing. and in my opinion a lot of those games do quake's thing better. doesn't really help that i don't really love a lot of quake's enemies