DOOM Eternal

DOOM Eternal

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Why is there so much platforming?
Honestly I don't mind the platforming sections, and Doomguy's new abilities are really fun in combat.

BUT.

Platforming is not really what I think of when I think of Doom. I dont think it's a horrible design descision, just seems a bit odd.
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I think they feel as natural as when 2016 introduced glory kills and ledge grabbing. So they don't bother me too much just cause it feels so good.
It's used as a means to extend the perceived length of the game
Patrick Swayze's Ghost の投稿を引用:
It's used as a means to extend the perceived length of the game
This. It's level-padding. A small map can seem a lot bigger if you have to zig-zag and backtrack through it rather than going straight.
One or two jumps is ol. But the got stupid with some of. Disappointed in that aspect.
Plenty of platforming in Doom 2 tbh - the difference is, it's just run across empty space and hope the engine glitches just right so you both make it and don't overshoot.
Salamand3r- の投稿を引用:
Plenty of platforming in Doom 2 tbh - the difference is, it's just run across empty space and hope the engine glitches just right so you both make it and don't overshoot.
There was no platforming at all in DOOM 2. Jumping didn't come until Quake.
I'm not sure but I'm not a fan of Super Mario Bros platforming in DOOM. Spinning flame chains and platforms that drop after a second of being on them are straight out of Mario. DOOM 2016 had platforming but at least it seemed to make sense, you were climbing through a ruined base or something. Now it's just "Welcome to this arctic facility. Here we have giant spiky walls that slam together at weird intervals and big buttons to lower monkey bars to swing on".

Feels too video gamey.
margalus の投稿を引用:
Salamand3r- の投稿を引用:
Plenty of platforming in Doom 2 tbh - the difference is, it's just run across empty space and hope the engine glitches just right so you both make it and don't overshoot.
There was no platforming at all in DOOM 2. Jumping didn't come until Quake.

Correct - it was running across open space and hoping that it worked.

I literally described that.

Typically while dodging lost souls.
This game looks more like Tomb Rider than Doom, I spend more time trying to do a stupid jump than killing demons, it's a complete mood killing. If they want to put dificult jumps for secrets, perfect, but for completing the story is just bad level design when the game is not based in platform jumping.
Dirheim の投稿を引用:
This game looks more like Tomb Rider than Doom, I spend more time trying to do a stupid jump than killing demons, it's a complete mood killing. If they want to put dificult jumps for secrets, perfect, but for completing the story is just bad level design when the game is not based in platform jumping.

There are no difficult jumps required for main progression. I think you are missing something that's right near the center of your view (yes I read your other thread).
最近の変更はSalamand3r-が行いました; 2020年3月25日 11時29分
Salamand3r- の投稿を引用:
Dirheim の投稿を引用:
This game looks more like Tomb Rider than Doom, I spend more time trying to do a stupid jump than killing demons, it's a complete mood killing. If they want to put dificult jumps for secrets, perfect, but for completing the story is just bad level design when the game is not based in platform jumping.

There are no difficult jumps required for main progression. I think you are missing something that's right near the center of your view (yes I read your other thread).

I've seen multiple videos of that step and don't see anything missing, if I try get anything near to to the "lance tip" I get stuck on it and I have to reload a checkpoint, go back to kill the arachnoid, punch the block, pick the power cell to fire the lance,,,, instead if I try to jump from the "shoulder", I'm too far and I don't make the jump, so I'm stuck
So you're actually "doing" something in-between battles rather than just walking from one room of enemies to the other.

Also, given how much jumping, dashing, and swinging you do in battles, it makes sense that you'd have a bit of platforming every once in a while to break things up since jumping around, dashing, and swinging from bars is how you move during the battles anyways. That way, you maintain that same momentum you had during battle while moving from one battle to the next so you're not zipping around the room like a bat out of hell during a battle and then just calmly walking to the next encounter.

It also allows for a lot more freedom in level design as you're not forced as a level designer to put stairs or ascending ledges for the player to move up or down to reach the next area if you can just put in some floating platforms to jump across or walls to climb to add more variety in how the map is put together and how you traverse it.

Personally, I'd much rather be jumping and swinging across huge chasms from one battle to the next as I find it much more entertaining than just walking up some stairs and around the corner to the next encounter. The controls in Doom Eternal are so tight that it feels like a waste not to put in a little bit of platforming to make use of them.
Dirheim の投稿を引用:
Salamand3r- の投稿を引用:

There are no difficult jumps required for main progression. I think you are missing something that's right near the center of your view (yes I read your other thread).

I've seen multiple videos of that step and don't see anything missing, if I try get anything near to to the "lance tip" I get stuck on it and I have to reload a checkpoint, go back to kill the arachnoid, punch the block, pick the power cell to fire the lance,,,, instead if I try to jump from the "shoulder", I'm too far and I don't make the jump, so I'm stuck

Timecode 35:20.

https://youtu.be/y8MoP6ookvk?t=35m20s

There's a bar and a dash refill. Super easy, even with bad timing like this guy used.
最近の変更はSalamand3r-が行いました; 2020年3月25日 11時43分
Salamand3r- の投稿を引用:
Dirheim の投稿を引用:

I've seen multiple videos of that step and don't see anything missing, if I try get anything near to to the "lance tip" I get stuck on it and I have to reload a checkpoint, go back to kill the arachnoid, punch the block, pick the power cell to fire the lance,,,, instead if I try to jump from the "shoulder", I'm too far and I don't make the jump, so I'm stuck

Timecode 35:20.

https://youtu.be/y8MoP6ookvk?t=35m20s

There's a bar and a dash refill. Super easy, even with bad timing like this guy used.

I know, it seems easy, but if I try to jump from there, I end inside the model of the scenario and load a checkpoint, so I need to jump from further away.
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投稿日: 2020年3月25日 11時10分
投稿数: 43