You want imps? We have that. We got more imps!
Working on the later hell levels I realized we needed a new flag enemy, someone to welcome you to hell with open claws. And that enemy had to be a good ol’ imp.
Doom3 underrepresented? we demand diversity!
This one is based on Doom3’s imp (lets show poor Doom3 some love). And it is not just a dumb roamer, it will chase you, jump obstacles and cliffs shoot and slash at you.
These imps are quite agile and can jump far.
They can shoot fireballs but prefer to get close and use their claws on you.
Just a few more enemies till we are done showing them all. See you soon!
The Hell Razer from Doom2016 is here. And this enemy is so much damn fun!
This is enemy is just a basic roamer that will shoot you if you are near its range. But hell razers’ attacks are a beam that will instantly hit you if you are in its path.
To give the player a chance to dodge, the Hell Razer telegraphs its attack. The laser has to charge up before it is deadly, so you have a split second where you can see the path of the beam and react to it.
Hell Razers are tougher than imps, but they’re attacks aren’t more difficult to avoid, just different. You can still duck under the beam, or try to jump over it or dodge it. Get many of this guys in a room and it gets hectic, really cool.
Hell Razers Rave parties can get too hot
These fun-loving demons and many more will be here soon!
There are a couple of new moves in MiniDoom2 besides the grenades and quick weapon swap.
When play-testing the first corridors of MiniDoom1 I was immediately bummed out because there was almost no way to avoid straight enemy fire. In my opinion a crouch mechanic was vital; it gave the player a defensive option besides jumping. I liked it.
Crouching makes you invulnerable from most ranged attacks. But it removes your ability to move, so you become more vulnerable to enemies like pinkys. It’s a cool trade-off I think.
But then crouching became useless when the enemies where not directly in front of you. Which was way too often. This and the addition of new enemies with new ways of attacking (such as the arch-vile) demanded the addition of a more reliable way of defense.
So, dodging! You can set a key to hold and dodge with the directional keys, or you can set two keys to dodge, one in each direction. I prefer the first option for keyboards and second for game pad.
Dodging will make you invulnerable for a short burst. If you are bold you can make some great plays.
Also coming: A much needed Double jump
Yes, the double jump will allow you to make longer jumps.
But its most important feature is that it will give you much more control over your jumping.
Jumping over enemies and shooting them down is more viable than ever! (If you saw the teaser then you know that’s my favorite strategy hehe)
This and maybe there are other inventive ways to move using whats at hand.
See you soon space marines!
The Pain Elemental joins the armies of hell!
Pain elementals are shy creatures, they prefer to stay away from any space marine and vomit flying skulls at them from afar.
A pain elemental’s only means of attack is to spawn lost souls at great speeds in your direction and hope they take care of you. You will have to chase these cowardly beings around the map.
If left unchecked a Pain Elemental can become very dangerous, spawning lost souls and laughing at your pain. Don’t worry though; they can only have a small amount of lost souls at a time.
The plasma riffle is a good option for taking care of the lost souls and their pesky spawners.
A pain elemental on its own is not a threat. So isolate them as fast as possible, get close and blast them quickly.
More demons will be joining soon! See you next time!
The Plasma Rifle has been through some major changes in Minidoom2. After seeing people play MiniDoom I came to the conclusion that a weapon which was very reliable was needed, and the familiar face of the Plasma Rifle was perfect for the job. First of all the homing aspect of the rifle has been removed and taken to another weapon.
The new Plasma Rifle, is a weapon which will help you in most cases, and will be a great go-to-gun. It will be an energy efficient weapon(unlike its previous version), also less destructive than before. But It will have decent DPS.
Its new strengths however will not be in its firing speed or damage, but in the size and speed of the plasma projectiles. The new plasma shot is huge, and fast. You mostly won’t need to duck to reach enemies and with the projectile speed aiming will be easier.
Also since the projectiles aren’t homing anymore a new mechanic to help aim has been added to this weapon.
That’s right, you can aim the Plasma Rifle diagonally! This mechanic is unique to this weapon only.
The weapon will also be available very early in the game! (probably right after the shotgun) So you can kill those hard to reach demons and use the energy cells you get from kills right away.
The new Plasma Rifle is a weapon you can trust! See you soon space marine!