![]() The game also introduced the idea of multiplayer death matches and co-op missions in a modern FPS, with its developers fully expecting Doom to be the biggest cause of decreased productivity in IT companies the world over in 1993. ![]() Enemy attacks were similarly diversified, making combat far more dynamic than it had been in Wolfenstein. ![]() This made the arsenal more flexible, with weapons more suited to certain situations. Doom's weapons would include both hitscan, and projectile weapons which enemies could dodge, as well as splash damage weapons and the legendary BFG. Wolfenstein's weapons all behaved identically as hitscan weapons, with only the rate of fire changing. Also, whereas Wolfenstein's fortresses all had identical lighting and walls that were always the same height, always aligned in perfect 90º angles, and always with a minimum distance between corners or another wall, Doom featured variable lighting (including flickering and glowing lights, adding to the game's atmosphere), differing vertical heights, and walls that could be angled at any orientation and have any amount of distance to a corner or between walls (including distances too small for you or an enemy to walk through).Īnother feature was expansion of the weapons.
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