Killing Informants decreases both Floor and Mission Rating. Mission rating is affected by the overall statuses from floors 1 to 9. Floor rating is affected by the other three statuses. The 'all informants alive' bonus can only be obtained if all informants survive after the first two bonuses are obtained. Total Points is affected by both the enemies destroyed and the treasure collected. >In every level the player can boost points for score by destroying all enemies, collecting all points and keeping all Informants alive, which increases the three respective statuses. Five weapons are available, consisting of a silent pistol with infinite ammo, three hitscan guns and a grenade launcher type gun.
Level features include locked doors that can be opened by four colors of access cards - gold, green, yellow and blue - plus red access cards to enter new floors an auto-mapping system food dispensers that exchange tokens for healing items friendly interactive Informants who are distinguishable from the Bio-Techs by what they say and give information, ammunition and tokens one-way doors secret rooms accessible through pushable wall blocks and teleporters that instantly take the player into another location within the level, or, in one instance, to one of the episode's secret levels. Playable areas are single-leveled, with orthogonal walls and textured floors and ceilings, and have a wide variety of human, mutant and alien enemies - the latter two are sometimes dormant in canisters and on work tables - and frequent encounters and fights with Dr.
>The gameplay of Aliens of Gold is very similar to Wolfenstein 3D. Though simultaneously it gives you unfair advantage sometimes, by giving you berserk randomly.īlake Stone: Aliens of Gold released a week before Doom, using modified Wolf3D engine, and had the following: There are hard parts of Plutonia and TNT that are trivialized by the mod, and easy parts that are made unreasonably difficult, and the pre-set resource balance of the maps does not support what the map demands from the new mechanics. But because it uses maps from the original games, maps that were balanced to pose a specific level of challenge with the assumption of a pistol start on Ultra Violence, the changes that Sgt made to the game mechanics break the difficulty of the game from both ends. But sometimes the player needs to reload while being overrun, and depending on your health, some enemy types can trigger execution animations that can't be dodged.īasically the game might be fine as it is, if it had its own custom level design and monster placement.
The player can dispatch enemies much more easily because of headshot damage and random berserk powerup drops and sometimes the enemy can't even attack because they're reloading. It's been years since the last time I played, but basically everything including the player deals more damage more efficiently and the player as well as some enemies need to stop to reload. >what specifically is fucked up with the balance in brutal doom?
I missed this question aimed at me in a previous zoomer doom thread