-- MORE Realistic. MORE Tactical. MORE Aggressive. -- Fight the DOOM with Realistic style weapons. The new project "CALL OF DOOM: TARKOV" has begun.
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.
Best thing, I have ever seen. I can't even count every single walkthrough(with this mod tho), but i ******* swear, it would be like +90.
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.
I love how much this has improved from the previous version of this from the release with Brutal Doom v20. The balance of the weapons has vastly improved, plus the power of each gun that is shot seems more and more satisfying with every shot. I really love the new unlimited weapons mode. That mode encourages more variety and therefore encourages the player to use a variety of weapons.
The only criticism I have of this mod, but not enough to drop my rating is the lack of the marksman rifles that were from COD Ghosts, like the IA-2, the MR28, and them. I believe Arrowood should put those marksman rifles into this mod, because it would open up more ways to kill the demons.
But overall, I highly recommend this mod to those who love Doom but also love Call of Duty. You will get your money's worth, per say.
this Is Awesome!
Good variety of weapons and all of it looks very realistic. I didn't notice any bug can affect game play and this mod work pretty much with all other mods and maps I tried. I really like the animation of reloading weapons, recoil effects and sights like EOtech ones.
awesome
The mod itself is a prime example of how a implementation mod from another game should do. High quality arsenal, combined with the chaotic nature of Brutal Doom, makes the Doom experience completely fresh without overdoing or losing key aspects of core gameplay. It's still Doom, but in a more chaotic, yet exciting fashion. A must have if you're a Brutal Doom fan. Solid 10/10.
(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.
The amount of weapons and the randomness of the way the appear in the levels coupled with custom maps grants this mod insane replay value! Every playthrough is unique
even if with you play the same Campaign many times (I'm Almost finishing Hell On Earth Starter Pack with this).