Giving it a go![]()
Id recommend playing the campaign so you learn the guns and get some shooting practice but like most Doom games its way more fun multiplayer.
If you are a crappy shot you are going to die a ton so work on your aim etc.
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Giving it a go![]()
Concerns over controls are valid and probably the biggest hurdle for me in the "design" phase. I wouldn't be implementing the new games (although the 2016 DOOM is great), so it would be Ultimate DOOM, DOOM II and Final Doom. Those games were meant to be played without being able to look up/down and having auto aim enabled, so that would make it easier to implement into an arcade style.
To get a control scheme that feels natural is tricky. I was thinking for movement have a 'WASD' shaped clump of buttons, and then set them up to where the left and right buttons are strafe, and up and down are just forward and back. Then have a button below that and to the right for the 'USE' key to mimic the Space Bar. Cycling through weapons and looking left and right would take some thinking on how to implement, and I'm going to research the ports of DOOM and DOOM II in order to see how the game's been implemented when the devs had less buttons to work with.
I found this online for the quake setup.. something similar would work. Not sure how easy to use or get used to it would be though.
I like how that looks, and for me personally it wouldn't be the worst transition from a mouse and a keyboard (of course I haven't actually used it). I would want it to be as accessible to other people as possible, so I would probably make the Use and Shoot buttons ambidextrous. For cycling weapons I was thinking having 2 buttons to mimic the scroll wheel (like how on the GBA port of DOOM you use the L and R buttons to cycle forward or back) either on the left side or right side, I'm not sure
I still like the idea of a 2 way joystick on the left, and a 8 way flight type stick on the right
I think to make it worth it, you need to have a trigger to pull.
That's actually pretty dope, but I'd keep movement to buttons to mimic the keyboard, which I think is the most natural for most people. Having a 2 way Tron-style joystick, with the fire button being the trigger would be sick, but the only problem with that is I think you would lose the precision that a trackball gives
Agreed that it would cut down on playability using a flight stick. I would worry about using the thumb as the fire button with a trackball like in the quake cp photo. Seems like that might be a little clunky.
I don't think it would be as bad with DOOM since the trackball will be only moving your view left and right (only on the X plane). Idk if there's a better solution for that setup though... Maybe have the fire button be in the upper left and upper right to kinda recreate an ambidextrous mouse? You'd use your pointer finger as the fire button just like on a mouse.
I think the trackball setup could work, as long as it works with acceleration. I'll play around with my centipede trackball. Maybe using a smaller trackball for your thumb and having buttons for your fingers could be an interesting way to add more buttons but also have a good bit of precision. Since it's just x-axis, a roller like on Moon War or Major Havoc could be an interesting option.
needs some rocketjump: seta _rocketJump "cl_anglespeedkey 50000;+speed;+lookdown;wait;wait;+moveup;+attack;wait;wait;-lookdown;+lookup;wait;wait;-attack;-moveup;-speed;-lookup;cl_anglespeedkey 1.5"
I love the old DOOM games and love arcade games... But they're way different beasts and while I bet it would look amazing, I'm not sure the game would be fun in that format.
I'm not sure how you'd deal with switching weapons (1-9 keys) for example. And for the authentic arcade experience, you'd want it locked to Nightmare difficulty.
For cycling weapons I was thinking having 2 buttons to mimic the scroll wheel (like how on the GBA port of DOOM you use the L and R buttons to cycle forward or back) either on the left side or right side of the control panel, I'm not sure
Not saying anyone is hating, I'm just pointing out initially online haters told me Zelda would suck as an arcade format over and over again.....and that nobody would like it that way.
Turns out, pretty much everyone that's played it loves it. One dude at a show even said he'd beaten the game 3 dozen times and he liked playing it with joystick better....he was shaking he was so excited. (He also beat the game in 45 minutes right in front of me. Haha)
I think you'll be surprised....lots of fans for Doom...and they may enjoy experiencing a new spin on an old game.![]()
So did anyone download the user made levels for Doom back in the day? I remember there being tons of user made levels, and I loved to try new ones.
That shit was so addictive.
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