Difference between revisions of "Super Gore Nest"

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(Pre-release)
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The noticeable differences from the reveal to the final product includes the following:
 
The noticeable differences from the reveal to the final product includes the following:
* The Doom Slayer inspects both his [[Doomblade]] and [[Super shotgun (Doom Eternal)|super shotgun]] as the playthrough begins. The final game inspects the super shotgun at an earlier level, [[Cultist Base]] as part of a required objective.
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* The Doom Slayer inspects both his [[Doomblade]] and [[Super shotgun (Doom Eternal)|super shotgun]] as the playthrough begins. The final game inspects the super shotgun at an earlier level, [[Cultist Base]] as part of a required objective. He does not inspect the Doomblade at all.
 
** Shortly after the first encounter during the level, the Doom Slayer picks up the [[Combat shotgun (Doom Eternal)|combat shotgun]] and inspects it. The final version of the level excludes the weapon itself (as it is the starting weapon), and the inspection animation is never seen (unless if cheats or console commands are used). Notably, the pickup model of the shotgun is akin to [[Doom 2016]] as opposed to stylized pickups in the final game.
 
** Shortly after the first encounter during the level, the Doom Slayer picks up the [[Combat shotgun (Doom Eternal)|combat shotgun]] and inspects it. The final version of the level excludes the weapon itself (as it is the starting weapon), and the inspection animation is never seen (unless if cheats or console commands are used). Notably, the pickup model of the shotgun is akin to [[Doom 2016]] as opposed to stylized pickups in the final game.
 
** Likewise, the [[Rocket launcher (Doom Eternal)|rocket launcher]] is introduced later on in the level, as opposed to [[Cultist Base]]. Like the shotgun, the rocket launcher is seen on the ground instead floating. It can be intentionally missed through the use of bugs.
 
** Likewise, the [[Rocket launcher (Doom Eternal)|rocket launcher]] is introduced later on in the level, as opposed to [[Cultist Base]]. Like the shotgun, the rocket launcher is seen on the ground instead floating. It can be intentionally missed through the use of bugs.

Revision as of 23:37, 20 May 2020

Doom Eternal missions
The Ancient Gods, Part One
The Ancient Gods, Part Two
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The Super Gore Nest is the fifth level of Doom Eternal. The Doom Slayer returns to an infested cityscape where the demons have constructed a gigantic gore nest from the remains of their innumerable victims. The chaingun is obtained here.

In order to destroy the nest, 4 US Battle Mech divisions, the Con-EUR Long Range Naval Artillery Barrage Fleet, 27 US Night Bird Apaches, 3 NATO Shock Troop battalions, 2 CON-EUR Rapid Response Levi-Tank divisions, and 18 thousand coalition Special Forces units sacrificed themselves but failed in their effort.

Pre-release

Super Gore Nest was the first level of Doom Eternal to be displayed to the public in the BE3 reveal on June 10, 2018.

The noticeable differences from the reveal to the final product includes the following:

  • The Doom Slayer inspects both his Doomblade and super shotgun as the playthrough begins. The final game inspects the super shotgun at an earlier level, Cultist Base as part of a required objective. He does not inspect the Doomblade at all.
    • Shortly after the first encounter during the level, the Doom Slayer picks up the combat shotgun and inspects it. The final version of the level excludes the weapon itself (as it is the starting weapon), and the inspection animation is never seen (unless if cheats or console commands are used). Notably, the pickup model of the shotgun is akin to Doom 2016 as opposed to stylized pickups in the final game.
    • Likewise, the rocket launcher is introduced later on in the level, as opposed to Cultist Base. Like the shotgun, the rocket launcher is seen on the ground instead floating. It can be intentionally missed through the use of bugs.
  • The arachnotron is introduced as a cutscene, akin to monster introductions in Doom 2016. This is not the case for the final version, even then they were introduced as early as Hell on Earth.
  • The second segment introduces the blood punch as a pickup instead of an innate ability at the start of the finished game.
  • The exclusion of the plasma rifle and the ballista throughout both playthroughs during the reveal until the Mars Core segment. The final game introduces the plasma rifle earlier at Exultia, unless if the respective pickup is intentionally missed. The ballista is part of the objective after Doom Hunter Base in the final game however and cannot be missed.
  • The flame belch can be switched to the frag grenade and vice versa, the final game can use either of the equipment independent of cooldown.
  • The exclusion of the ice bomb throughout all playthroughs, likely under development. The aforementioned flame belch takes its place when switching equipment types.
  • Ammo count is increased, on par to Doom 2016 as opposed to low ammo capacity to encourage the use of the chainsaw.
  • Heads-Up Display and (specifically for this level) the map display is akin to Doom 2016, as opposed to its final version.
    • In addition, weapons with certain weapon mods will zoom the HUD alongside with the screen. It briefly disappears on some sequences (such as starting to climb a wall), especially so in the second playthrough (during glory kills).