You were all under the impression that just because of his name, DOOM rules at Quake and Doom? Nay. Nay.
Around 5 or 6 o'clock, on the 28th of October, in 2003, I discovered that any nub can completely destroy DOOManiac in Q3 1 on 1--especially on The Longest Yard. Here, you will see DOOManiac's attempt for victory, when he tried to humiliate me by killing me with a gauntlet. This is the result.
As you can see, I completely destroyed him. 10,000 kills. You can only imagine how embarrassed he was. DOOM is 'a few cards short of the deck', you see, but he knew I would take a screenshot to foil his plan to everyone thinking he was a god. In a hurry, he tope (typed ), "gj" in an attempt to make it look as if it was nothing. Don't be foiled by his plan, he is horrible!
Yah... Anyone can take him on. For instance, SniperChance was only 2 kills behind him because DOOM kept abusing his h4x and making him suicide. What a mean guy.
 As a side note, doesn't the DOOM model for quake3 look a bit bulky?
Post edited by Unknown User on
Q: Is your goal to make everything picked the same amount of times? (from j.walsh)
A: I don't think about it that way exactly. Sure it's good if there is a nice distribution and that is something to work towards, but really the goal in DotA's development is, first and foremost, to make the gameplay quality the best it can be. It is the combination of all the heroes, items and mechanics together that makes DotA what it is and not the individual elements alone. Sometimes that means certain things are carefully adjusted to be more frequent than others, sometimes it doesn't, but ultimately the main judge of a game's quality is not in some artificial balance metric, but in the overall gameplay quality and depth that it has.