Jaxxoon R wrote:I didn't like the sounds, since they all existed within the same general range they all sounded very similar and so fights would just become a wall of mushy noise. Not to mention, now all Doom monsters sound relatively the same because every one has the same gurgley hissy sounds. Except Archvile, he's hilarious,
This sounds like a matter of unfamiliarity more than anything else. I think this would be a problem regardless of DemonSteele, or Nazis!, or Terrorists, or Mutiny.Jaxxoon R wrote:What I mean is, most monsters sound similar all around. In the original game you could walk into a room and hear "UWAAAH" "AAAAA" and "MMMH-WRAGH" and know you're dealing with a baron, a revenant, and a mancubus without even looking at them. Now you walk into a room and it's just "HSSSGRMBRGRLGMR" from almost everything, and it's kind of an unnecessary change anyways. They still look exactly the same as they always did, why change how they sound--- and to make them so generic, no less?
I strived specifically to give each monster a very specific, unique, and different sound set. The Wizards and Emperor yell specific words at you. The DevilDriver has a deep, cybernetic voice. The Archvile has laughter on everything. The Yakuza speak Japanese. The zombies are normal voices speaking slobbering gibberish. The Mancubus has deep hissing on all of his quotes. The Pinky is animal growls. The Blackened and Lost Souls have warbled baby voices, etc. While I'm not 100% satisfied with everything, such as how the Revenant's isn't really indicative enough (the AAAAAAAAAAAAA is far too iconic and their current SeeSound falls completely flat), saying that you don't know what sounds represent what enemies I think is more a matter of being far more familiar with the vanilla enemies.
The enemies aren't exactly the same as the vanilla enemies--even getting past the obvious sprite replacements like the Wizard, the Steele Beast, the DevilDriver, etc. Even the enemies that aren't replaced yet but will be (I'm hoping to eventually give every enemy its own unique replacement) behave dramatically differently, and I think it's very much necessary that the player should be informed from the get-go that these enemies aren't the traditional Doom enemies. If they hear different sounds, they'll instinctively know right away that there have been changes and these enemies will not be the same.
Can you elaborate on this, please? I don't think I can do much when the criticism is that it doesn't "feel right", since everyone has a different feel for things.Jaxxoon R wrote:I also didn't like the feel of the weapons, they just didn't feel... right. [...] Guns are worthless when everything blends.
I would emphatically disagree with the guns being worthless, though. I mean, the advantages are obvious from the get go. Guns are long-ranged. The sword isn't. Your sword is your main weapon, but the guns are back-ups to use at a safe distance when high-tier enemies are being nasty. Taking on the Emperor with only the sword is definitely a feat I would like to see, haha.
Well, either way, thank you very much for giving it a shot, even if it wasn't to your taste. I hope you're willing to give it another run in the future and give it a second chance or two.Jaxxoon R wrote:I dunno, I guess it's just not my thing.