InsaneFury wrote:It's ancient cos the game, unlike Blood, does not use voxel sprites, room-over-room effects and decent texturing. Even new sourceports don't change that in doom: those that do (3D models, high-res texturing, etc) just throw away Doom's old scary atmosphere IMO. Those 3D models are even laughable...
There are Doom ports that can do or simulate ror. gzDoom (like other ports) supports 3dfloors. Thus you can do room-over-room just like in SW or Blood.
The Doom models don't fit into the game at all, that is true. However there are wads out there (mostly for Vavoom and other ports that I do not really like) which use 3d models for decoration. While it does not look good for monsters at all, this is a nice thing.
Voxels btw. are only good for static things as well, imo.
Blood on the other hand has loads of fun remarks and eggs built in, hence Doom pales by comparison. Then again, judging from a decent perspective of time, I'd say Doom made more of an impression on me than Blood did in its own time...
Blood has of course a better story line, a more creative load of weapons and of course a much, much thicker, darker, better atmosphere. But considering the source ports, Doom has a much more advanced engine by now. The maybe greatest thing (for me that is) is dynamic lightning. Just play gzDoom with light definitions added. When an imp fires in a dark place and the fireball lights the scene... it's just great.
Blood was about the nicest thing one could make out of the build-engines, the king of 2.5d engines. But there is
nothing that could ever be compared to Doom when it comes to action. Doom multiplayer havoc is sinply something different.