Skip to content

Comment on Coelacanth: Lessons from Doom (2010)

Comments

To get an idea of this madness, it can help to look at some relevant footage.

Speedrun of Dead Simple from Doom 2: http://www.youtube.com/watch?v=dfijpjvS9Q8&feature=player_de...

Quake Done Quick: http://www.youtube.com/watch?v=VpiNDxssUL0

~

That sort of manic movement is, I think, what really sets apart the elite FPS players of the Doom, Quake, and UT era (and the games in the same vein) from folks in the CoD/Halo games.

Also, the level design is pretty much strictly better, because it mattered a lot more. With regenerating health and lots of ammo/easy pickups, you no longer have to be quite so careful when putting together a level, because you know that if the give the player X seconds of time without suffering everything will be okay.

That sort of manic movement is, I think, what really sets apart the elite FPS players of the Doom, Quake, and UT era

In those days, my friends and I used to get into UT quite a lot. Most of the more experienced UT players I watched would use the double-tap of the left/right arrow button to trigger the short sideways leap as a means of rounding a corner (for a better chance of surprising an enemy), or to make it harder for an enemy to keep a bead on them when they were being fired on. I was always surprised at how - to me at least - this simple mechanic made such a difference to how dynamic the combat felt.

Watching the Quake video brought back memories of playing the Action Quake 2 mod, where the entire gameplay mechanics revolved around jumping and shooting.

AboutSource Built by g1lg1l

Hackerly is an independent reader for Hacker News, built on the public HN API. Not affiliated with Y Combinator.