-=> Quoting Jonathan Fingas to Lewis Scott <=-
JF> They're all features, but they mostly fall into the "more is
JF> better!" category.
Exactly :) And more is better :)
JF> Wouldn't you rather have things like HoloDukes?
I didn't like the HoloDuke but yes I guess -the grapling hook in Quake for
instance seems very cool (haven't used it yet)
JF> A well-designed Doom level (or nowadays, Duke or Quake level) can
JF> overcome anything ROTT can put out.
LS> transport pads were really cool, there was a level with a set of them
LS> travelling all around the sky
JF> All that really is, is a flying sprite. If you were able to land on
JF> a Cacodemon or Lost Sould in Doom, you could do the same (albeit
JF> temporarily).
It wouldn't even be similar, for one thing in Doom you can't land on monsters
(you can in Heretic but not Doom) for another you couldn't move on them, and
monsters don't have preset paths to follow to travel around a level.
JF> It was just that id didn't think flying platforms like those inane
little
JF> discs would make for a better game; they were right.
That is completly a matter of opinion- I liked the discs, some didn't, others
did.
JF> In Quake, of course, you can do that - and more.
As I've said many a time before and if I have to will say again; comparing
ROTT
to Quake is pointless because Quake is years newer and SHOULD be a hell of a
lot
more advanced.
JF> Doom was still more of a realistic environment. Most environments
JF> don't look like building-block skyscrapers, and don't all have one
JF> floor.
That is true :)
But as you obviously think -they're all obsolete because of Quake :)
However for their time they were great, and I like them both, I did like Doom
much better (like most people) but I feel I need to stick up for ROTT because
it was still good and it was highly under-rated by a LOT of people.
Cya,
Lewis
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