Doom had worse technology, but the sound and art direction is in a other league.
I think stuff like the limited color pallette may have been due to technical limitations where they would need to fit solid gradients of every color into a 256 color pallet to do the convincing dynamic lighting and the like.
simple@lemm.ee 11 months ago
Doom has a nice style to it but the level design is just masochistic. Most of the levels are just spamming powerful enemies and having you run in circles to whittle them down, that is if the level isn’t intentionally claustrophobic and obtuse. I love GZDoom and all, but the official campaign isn’t fun imo.
Caligvla@lemmy.dbzer0.com 11 months ago
I feel like you’re describing some fan made slaughter map, not any of the Doom episodes lol. The only thing I somewhat dislike about the level design is the labyrinthine nature of it, but you get used to it after a while thanks to the automap. If anything I wish the official Doom episodes had more enemies and used the strong ones more often, especially in the first game you mostly just fight imps for duration of it even on ultra-violence.
deegeese@sopuli.xyz 11 months ago
No, the level design in original Doom is weak compared to Quake. It’s not as bad as he describes it, but it’s seriously held back by the tech.
Caligvla@lemmy.dbzer0.com 11 months ago
Sure, the original Doom engine couldn’t handle multiple floors and complex geometry so the levels were fairly horizontal and labyrinthine, but I think that in a way that made it so the developers had to be even more creative and many of the levels in turn are just downright memorable to say the least. What I can say though is that I can easily remember most of the Doom 1 and 2 levels, meanwhile Quake for me is nearly a complete blank.
To each their own, I guess. ¯\_(ツ)_/¯