-- MORE Realistic. MORE Tactical. MORE Aggressive. -- Fight the DOOM with Realistic style weapons. The new project "CALL OF DOOM: TARKOV" has begun.
(New review for Black Warfare 2.0)
The original mod already was amazing, but Black Warfare upgrades everything with cleaner graphics, more polish, more features, improved balance, more modes and an entire new arsenal featuring weapons and functionality not seen in any other game or mod.
You can make your experience as hard or as easy as you want. You can spawn companions and squads of soldiers to fight by your side, you can select weapon carry limits to adjust difficulty.
Many weapons feature multiple firing modes, multiple projectile types and even dual wielding, yet the controls and interface are very easy to learn and play.
In short, it is SUPER GOOD, this mod is amazing and you owe it to yourself to try it.
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(Below old Review done for version 0.85c - play that too, its a whole different experience and really good like the latest version, but with a totally different arsenal!!!)
The level of quality and attention to detail in this mod finally takes the Real Guns assets to the greatness I always wanted them to have.
The gameplay feel, effects, features, special items, abilities and a wide selection of classes makes this mod be one of the best Doom experiences I've had the pleasure to enjoy.
Call of Doom is the best implementation of Real Guns' Call of Duty weapons in Doom yet.
This mod elevates itself above the Real Guns series of mods and its derivatives for a number of reasons:
Firstly, the mod does not shy away from using arbitrary and unrealistic weapon stats and behavior (e.g. a TMP that fires PDW rounds instead of 9x19mm) in order to achieve great weapon variety and balance. Real Guns and many other tactical-style Doom mods get caught in the trap of sticking too closely to real-world weapon behavior and end up only having minor differences between weapons of the same class, making choosing weapons mostly only a matter of taste rather than because of gameplay. Call of Doom puts realism in the backseat and puts gameplay first. The result is a tactical-style / real-world weapons mod with an unprecedented amount of weapon variety, and gameplay balance that gives the player satisfaction for picking one weapon over another.
Secondly, great UI design (in terms of both function and aesthetics), controls and inventory management.
- The mod uses a one-weapon-per-slot rule that makes managing the many weapons that will be encountered smooth and painless. You'd think this is common sense but plenty of gameplay mods forgo this type of design. This mod deserves praise for adhering to it.
- When running over weapon pickups for a weapon slot that is already occupied, the slot number, icon and name of that weapon is displayed on the lower part of HUD, and running over a different weapon instantly updates the information. This is extremely important in managing the many guns that you run into in the game and is a much more effective implementation of weapon pickup notifiers than in other mods with lots of guns and limited slots (e.g. Real Guns, DoomRL Arsenal).
- The mod also has a number of utility items (e.g. medkits, satellite phones for calling in backup, C4 explosives) and the controls for using their various functions are displayed while the item is active — a very helpful and nicely executed UI touch. As a side note, these utilities act as "weapons" that you have to switch to in order to use (rather than being quick-use inventory items) and that style of design makes them feel more "real" and enforces the tactical identity of the mod.
Thirdly, the various gameplay mechanics in the mod are harmonious with Doom's gameplay and are deliberately chosen to avoid tedious gameplay that is sadly prevalent in modern Doom gameplay mods.
- Unlike RGA2, Call of Doom does not use regenerating health but instead uses a medkit-use system that works better with Doom's gameplay while still putting a tactical spin on its gameplay.
- The mod forgoes using RGA2's tedious enemies that can resurrect themselves after you kill them.
- The knife is not obscenely powerful like in RGA2 and is treated only as an emergency weapon — a good design choice because spamming the knife (or any infinite-use weapon) is tedious and a game's gameplay systems should not encourage it.
- The mod leaves out Brutal Doom's weapon unload function because picking up fallen weapons to scavenge them for ammo is a tedious gameplay mechanic (for a game like Doom) however realistic it may be.
- Unlike RGA2 and plenty of newer mods, there is no RPG-like progression system. Such systems are becoming more common in gameplay mods as they become more common in mainstream action games and more accessible for modders to implement but they always have predictable and obvious progression paths. They end up being mere busywork that detracts from the gameplay at best, and gimps the player early-game at worst.
The various design choices found in the mod is evidence that the developer knows what he's doing and wisely avoids the common pitfalls of action gameplay design. Not only is Call of Doom far superior to the Real Guns series of mods, it is also probably the first mega weapon pack mod for Doom that manages to be slick and have fluid inventory and weapons management (even something as straightforward as LegenDoom fails in this regard).
That said, the mod makes the player much more powerful compared to unmodded Doom and the mod may be a bit too easy on most wads or level sets. I recommend playing on the higher difficulty levels for most level sets. If you have a bit of know-how, I recommend going a step further and fine-tuning the difficulty parameters (e.g. amount of damage you receive, monster health) by editing Brutal Doom's MAPINFO file or overriding it with your own.
Alright, I'll try to be as constructive as I can in this review...
While the use of CoD guns in Doom was a nice touch, its hardly original, and for someone like me the utter lack of accuracy is a huge turn off. 100rd drums on a PPSH41, explosive bullets for a M1919 Browning, MP412 Rex loading .410 shotgun shells, ridiculous amounts of pellets in the same, I could go on, but it'd be beating a dead horse.
HOWEVER, your system for implementing items like claymores, the flamethrower, and hell, even the sat phone to summon squaddies, was rather good, and the class system was a good start, but I feel that it should have an option to restrict yourself to WWII weapons, modern weapons, or the mix that currently exists, I understand that you are on Mars in the future, and all the weapons could feasibly exist in that environment, but I would still like the option to limit myself to one era or another.
I must say, though, at the end of it all, making this mod play nice with Project Brutality will have me tearing it apart to try to implement the changes I want, rather than deleting it.
Let me tell you some points :
-You made well all modern call of duty weapons, you have a big respect from me (in my side, I do 3D rip but with doom or duke hands) and you even able to remake the same fire rate and reloads, so I say BRAVO for that!
-I don't mind of having DOOM girls or other heroes to kick some demons *****, just I say, why not, the moment you mastering the art of pixels for making sprites then the combo is good!
-But there's something what I think it's pointless, do it was necessary to play with Brutal DOOM? You can do something related like Real Guns which enemies are varied, I know it sounds like I'm into standard but like you want to add more experience for brutal doom, I consider it as a good addon for BRUTAL DOOM!
My suggestion : know call of duty zombies? I challenge you to remake Call of Duty Zombies weapons!
I really enjoyed this mod, you diserved well and keep going on your work!
awesome
COD Black Warfare surpass by far the previous version for many reasons but I won't spoil ya !! Found it yourself !!!
Epic,just epic.