Yourfacedotcom Posted February 5, 2020 Love me some good platforming with responsive controls at extremely high framerates. Have you heard of SEUM: Speedrunners From Hell? https://store.steampowered.com/app/457210/SEUM_Speedrunners_from_Hell/ 2 Share this post Link to post
whatup876 Posted February 27, 2020 Thinking about it, now i kinda wished the Mars Core part had zero/low gravity to make it more unique and they could do what one of 2016's MP maps did where it has different areas with different gravities. (think it was the weird alien ship that is now assumed to be related to the Maykrs) And with the ice theme, slippery floors that force you not to dash or else you can slide really quickly to a wall or a pit. 3 Share this post Link to post
taufan99 Posted February 28, 2020 I like the platforming sequence as well. It makes the new DOOM more unique than most other new-gen FPS games. *sees video* Oh no no no no... when I said that first sentence, that's not what I meant! 0 Share this post Link to post
whatup876 Posted December 30, 2022 When i think of DE's platforming, i think of Turok games and how it reminds me of them. Not only is DE's climbing more pleasent and less restricted compared to Turok, i also recall the unlockable things in Turok 2. And how they were like: * you could walk on lava or swim on toxic water, which felt basic like a simple code change * you could activate extra floors and paths, which again felt basic * then there's the jump pads and air which restricted the player into a basic animation where you can't do much but be dragged from one area to another. So i like when 2016/Eternal had stuff that "felt" more literal, either by having some mechanic (climbing and swimming) or still presenting some player freedom like jump pads or the giant air fans, where they don't "restrict" the player. Makes me think of features that could be added and still make sense, because of 2 extremes being "the player is still in their main state" or "the player is in a different state that fits the situation". Because in a potential next game, even pre existing stuff can be portrayed differently, like air fans where the player can "swim" in the air or swimming having combat taken from either Quake or Turok. Even pushing could have Doomguy simply pushing it but in a fast enough speed until Berserk allows him to punch the objects. 0 Share this post Link to post
Dreamskull Posted March 30, 2023 (edited) I dont hate platforming if youve got a toolkit to support it. -Doom Eternal Mobility is a given -Half Life Long Jump, Modded Grapping Hook, especially in low grav -Quake 2 rocket jumping -AvP 2 Predator High Jump -Avp 2 Xeno Wall Climbing, its pounce was iffy tho, not for mobility reasons -Deep Rock Galactic Driller tunneling/terraforming is nice, isnt exactly platforming as much as it is circumventing being forced into unwanted platforming -There are some old side scrollers that allowed for gravity inversion, that was always fun -Bunny Hopping is common in a lot of games -Brutal Doom Karate Jump Kick is an excellent spin on this common tactic -I havent played, but I hear titanfall 2 has got some crazy stuff going on, including hops, slides, drags and hooks into a mix If included it ought to be character specific and not inherent in the environment, if so, keep it limited -Jump Pads, should just be able to jump long or jump high or both -Specific Climeable Walls, if you got it, you should be able to climb it ALL -Static Portals, i dont think anything spawning in, teleporting in, whatever is compelling - we are talking about travel/mobility here, not generation Edited March 30, 2023 by Dreamskull 0 Share this post Link to post
hybridial Posted March 30, 2023 in Doom 2016 the platforming felt like it was just there, in Eternal, like most things it was actually worked far more into the design of the game and made to feel like a consequential part of it. I don't take much issue with it. I love Severed Steel and that might be one of the only FPS games with a character that's even more mobile than the Doomslayer. 0 Share this post Link to post
BGreener Posted March 30, 2023 7 hours ago, hybridial said: in Doom 2016 the platforming felt like it was just there, in Eternal, like most things it was actually worked far more into the design of the game and made to feel like a consequential part of it. I don't take much issue with it. 2016 had it’s own environmental platforming sections to seek rune challenges and other items, some of the rune challenges had platforming sections as well. I don’t see Eternal being all too much different, if not a bit more involved due to dashing. I’m fine with how it was done in either game. 0 Share this post Link to post
jupiter_ex Posted April 5, 2023 no, hate first person platforming <insert michael scott please god no meme> I admire the fact that someone can like it so much there's a platforming section in ROTT2013's version of The Room. You guys played it? Enjoyed it? 0 Share this post Link to post
HavoX Posted April 8, 2023 (edited) It's always fun to bounce around from platform to platform, clinging from wall to wall; gets the adrenaline flowing! All you need are good reflexes. And watch your footing. EDIT: Forgot to mention; the Air Control rune helps greatly. 0 Share this post Link to post
ARMCoder Posted October 4, 2023 Okay, let me exhume this thread to lay my 2 cents of (first) impressions on Eternal's platforming. Firstly, I'm not really a big fan of platforming, although some of it can be fun. I liked platforming in Doom 2016, maybe except for a few rune trials where 100% accuracy in jump timing was mandatory to win, that was somewhat frustrating. Jumping in the main maps was nice, not staying in the way of the actual combat, and even helping to accomplish the battles. I've not finished Eternal yet, but it's now obvious that this installment raised the platforming to a whole new level. The Dash and the Spiderman-ish wall climbing are nice additions, the monkeybars are just okay IMO, my big gripe is about the very long dash-jumps, those ones that you have to pickup a sort of refuel mid-air. These jumps can be very hard to complete and I feel they are a little out of place in a Doom game. And finally, about the Exultia's last lava section, what's the guys were thinking? That rotating chain along the floating platforms are basically a Sonic The Hedgehog segment, for a moment I thought the main boss in this level was Dr. Eggman! Not only that part was a mere difficult jump puzzle, but it felt very unoriginal for me. That was I had to say about the platforming aspect of Eternal, the game is much more than that, I may comment about other aspects in different threads whenever I feel fit. 0 Share this post Link to post
DiceByte Posted December 21, 2023 I like the platforming except that some parts are really hard and really long. Maybe there should be a bit of platforming during combat and see how that goes. Just a little bit in case a majority of people hate it like it is the worst shit in the world (or if they just hate it). 0 Share this post Link to post