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/vr/ - Retro Games

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>> No.6917453 [View]
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>>6917236
Thanks friend

>> No.5968942 [View]
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>>5968734
excellent post, I'll be using some of these

>> No.5905026 [View]
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>>5904956

>> No.5901167 [View]
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>Brutal Doom on Purist mode
>Doom 2 in Doom 1
>HD Pack
Nothing quite like grabbing a berserk pack and kicking an imp across the room into one of his friends while dodging chain gun fire all in high definition

>> No.5608732 [View]
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>>5608704

>> No.5415145 [View]
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>>5415138
holy shit anon

>> No.5104220 [View]
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>>5103087
I find it hard to believe that /vr/ mods are so great.
>>5103678
Loved it, anon. Awesome map.

>> No.5066717 [View]
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>>5065892
Holy Fuck

>> No.4923935 [View]
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>>4923845

>> No.4805453 [View]
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>>4804370

>> No.4738273 [View]
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>>4738256

>> No.4641782 [View]
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>>4641028
>HEH-HEEEEEEH

>> No.4492806 [View]
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>>4492797

>> No.4457564 [View]
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>>4457337
https://exhentai.org/g/1005971/4ffa5511a7/

>> No.4450652 [View]
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4450652

does anyone have the shacknews full rocket jump story?

>> No.4378186 [View]
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>>4378181

>> No.4376645 [View]
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>>4372592
The design is brilliant in many regards.

Each weapon is unique and fulfills different roles. Even though the plasma rifle could've just been a stronger version of the chaingun, instead it uses projectiles instead of hitscan. Other than the chaingun replacing the pistol (and even then it's only a replacement if you know that staggered chaingun shots are pinpoint accurate like the pistol, as otherwise the pistol would have its niche in sniping, however rare it'd be), no weapons are just strictly stronger versions of another.

Each enemy is similarly unique (although Barons/Knights are just bigger stronger Imps). The hitscan zombies are easy to kill, but their undodgeable damage means they are top priority in encounters, giving other foes a chance to fill the air with projectiles. Pinkies and Lost Souls give pressure quickly, but still in different ways. I could write a thesis on how each enemy changes an encounter, but you get the idea. They are also visually distinct, easily identifiable even at 5x10px.

So you have a solid foundation for all the user-generated levels which give infinite iterations on the gameplay. Even without mods, there is a ton to work with. The open source code helps a lot too, allowing the community to create ports and keep the game functioning on newer machines.

So I guess in short, there are a bunch of reasons why DooM has so much longevity.

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