

They have a (very slight) delay before actually shooting, but they begin moving immediately. In Doom, every single enemy reacts immediately upon seeing you.


This ties to one of many reasons why non-infighting hitscanners in Wolf3d aren't as much of a nightmare as they would've been in Doom: When you combine the sneak attack amplifier with the point blank damage amplifier, you can one-shot mutants. With how randomized the damage is, for a long time I had no idea that's a thing at all, but it sure is. Aside from the distance-dependent damage, the enemies also miss their shots more often if you're in motion (another good idea, though coded in a simple way that makes speedrunners opt for vibrating in place), and the most fun thing, double damage from sneak attacks. The pistol and CG in Doom both feel like such dinky toys by comparison.ĭoom may be superior in many obvious ways, but Wolf3d has much more interesting hitscan mechanics. I don’t know which approach I like more, sneaking up behind a patrolling brown Nazi and one shotting him in the back with the beretta is very satisfying. Wolf3D’s damage being based more on distance than anything else is an interesting mechanic that’s more realistic than Doom’s infinite distance hitscans that are all about RNG. I think that many of the levels really overstay their welcome (especially in the first episode), but it's still fun to play for a map or two. For certain, the repetitive gameplay can make it quite unbearable to play for a long period of time, but it still has a few things that Doom doesn't: I think hitscanners are a lot more fun to fight (they're deadly, but more consistent too), the weapons feel much more powerful (what happened to the chaingun in Doom is a tragedy, I say XD), and the combat pace is a bit faster since you can clear even large rooms in a few seconds. And Doom was well beyond "half-refined" compared to Wolf3D. The difference being that once you get *any* half-refined alternative to it, you wouldn't bother with it again. high ball speed, small paddle size), sure, it will be quite harder -or even nearly impossible- to play, on pure, technical, raw gameplay technicalities alone. vehicular/tank combat games with a similar setup, I don't think anyone would have bothered.Ĭomparing Wolf3D to Doom is a bit like comparing a Pong clone to a modern Tennis simulator/arcade game.if you set the Pong clone to a high difficulty (e.g. If it wasn't for the novelty of the texture-mapped 3D viewpoint and the far superior gameplay speed compared to e.g. The amazing thing is that we all sat and played through level after level of that primitive, brutal hitscan action. Which, if you think about it, isn't far from the truth.

Heh, described in this way, Wolf3D really sounds more like a primitive and unrefined (even by early 1990s) 2D shooter engine, than a commercial game.
