evouga wrote:I downloaded AEoD for the first time a few days ago, and played through vanilla Doom II as well as Scythe on Hardcore. Here's a bit of feedback:
- Ditch some of the shotguns, say, all but two shotguns and two super-shotguns. By map10 I had four (!) different single shotguns and the Quake II super-shotgun - three completely useless weapons I had to cycle through to get to the super-shotgun. At a minimum, replace them with more interesting variations on the shotgun theme - for instance, the Heretic crossbow.
I don't think that'll be a popular opinion, but I wouldn't mind having the shotgun with granade out of the game (not the q2 one, the other one)
- The freezethrower seems to weak to be a chaingun replacement, due to its very poor accuracy, tendency of the ice balls to refuse to fit through small openings, and the fact that frozen enemies block the gun from hitting enemies behind them.
It is better than you might think. The alt-fire is a very damaging and somewhat paralyzing attack. Not to mention that freezing prevents enemies from being brought to life
- The black hole generator: hell yes. I would never have beaten Scythe map30 without it. Other MVPs include the Wraithverge, Hand of Nova, and Boom Bunny (it's great fun to ambush the ambushers...)
- The Doom 3 BFG is way too slow for the damage it deals. I'd rather have a super shotgun.
It has its uses, holding power before a difficult part or before opening the door could get some quick devastation and then you switch weapons. But I agree that it's less useful than the standard BFG, even tho monsters are much tougher.
- The spellbook is very cool, but the spells are too slow to cast to be useful in the heat of battle, especially since they have a chance of failing. Compare to the BFG or the Heresiarch's spells: for a similar wait, you kill one enemy or devastate an entire room, become temporarily invincible, launch long-lasting projectiles that hunt down your enemies, or summon help. These are worth waiting for! I'm not saying the existing spells are useless - but I wouldn't try using them in a tough fight unless they were much faster to cast.
They are from chainsaw spots, not meant to be fantastic. However, I find them very good, with the exception of Terror. You can either make a weak unit bring little bugs after you kill him, convert one to chicken, make units fight against each other. Not bad for a few dark mana. The best one is lifedrain: a low-damaging lighting-gun kind of attack that absorbs a lot of health.
- This mod needs discs of repulsion. Lots of them. As common as hearts, even. They would help balance the fact that almost all high-level enemies have projectile attacks that instantly kill you, or do extreme damage, and add an extra element of skill to combat.
you gotta evade those attacks instead
you'll get used to it once you learn what each enemy does
- Varying the strength of the various replacements for each enemy type is definitely a good thing. However, some new enemies are way harder than the both the enemy they replace and the other enemies of the same "class," and are probably overpowered:
Alien
Predator
Duke Nukem
? - Cloud that "shows you the light" by killing you instantly from across the map with a white beam.
Death (?) - Guy with scythe that flies around and shoots homing white projectiles that do extreme damage.
Weaver of Darkness (?) - Red guy who teleports around and shoots very fast fireballs at you that do extreme damage.
Fallen Angel (?) - Flies around and "unpurifies" you by killing you instantly with a blue beam. Is invincible most of the time.
Of course enemies replacing the original ones would be tougher. Weapons are generally 2X or 3X as powerful as regular doom, max health is doubled, amount of healing is more than quadrupled, but I agree that the Weaver of Darkness is a bit too much. The others are fine, Alien almost being too much but acceptable. The Fallen angel is easily killed with a machine gun. Death is not that bad actually: you wait until it becomes opaque, hit it quickly with shotgun or railgun, repeat and he's dead.
Some of the Cyberdemons and Spider Masterminds replacements are also ridiculous. Here's a basic litmus test: if it's completely impossible to beat a Doom II level (such as, say, The Crusher or Tricks and Traps) from pistol start if one of them spawns, they're definitely overpowered. Some examples from my playthrough: Makron, the big angel that has two forms and shoots dozens of homing fireballs, Mastema, and Eidolon.
start a random level with pistol? I think this mod is not designed for that kind of gameplay. If you play from lvl1, by then, you'll have a machinegun to paralyze them, some strong weapon, a low chance of a very powerful spell attack, and maybe some "Boss killers" like flayer gun, lighting gun, or scarab staff?
Some bosses dropping special weapons is a great feature. I was definitely happy when I got the Hand of Nova!