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/vr/ - Retro Games

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>> No.5772445 [View]
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5772445

I think someone mentioned psychophobia, so I'll answer the question and say why no one cares about it
>Has its own reload key you have to bind instead of using gzdoom's own reload key function
>Caleb (The only cahracter I played, idk about the others) makes a sound like a dying fish when I am humping walls for doors. Why someone thought this was a good idea I can't tell
>Teleporters make He-Man noises.
>You have supposedly dangerous melee dudes which move at a snail's pace. They may do good damage, but they were always spawned too far to ever reach me and generally seemed to be placed just for you to slaughter them
>Annoying slow elevators. The maker knew this, because they placed otherwise inexplicable teleporters to bypass the elevator scenes completely
>The supposed "Ohfuck" fight on the outside consists of you opening a door and being blasted by like six or seven guys with rocket launchers if you don't already know they're there
>Some of those rockets seem to chase you, sometimes, despite not using the revenant missile graphics
>The rocket zombies also look the exact same as not rocket zombies
>Grass props on said outside part stopped my bullets
>The map can't seem to decide on whether or not it wants me to jump to get items and areas
>Big health pickup is literally small health pickup but rendered large. With the same graphic, even.
>Game gives me the double shotgun when the normal shotgun still kills everything in two hits max.
>Has enemies that stand perfectly still unless you step on a specific sector, which is always annoying
>And "Cover" objects which are on plain view of inaccesible rooms with half a dozen enemies inside them
>Health pickups are semi random. This means that in a game that tries to be realistic, there's random fruitbowls on the floor for some reason
>One of the random armor pickups is a pair of binoculars. I assume Caleb has incredibly bad eye sight and is wearing several dozens of them at any given point, which is funny but also bad

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