The pistol is crazy accurate in these games so you can pick enemies of from afar with a few shots each, and in this case they are firing shotguns which are very ineffective at long range (the game stimulates them as having unrealistically wide pellet spread, so even if a far-off enemy gets a pin-point shot you will only take minimal damage).
I remember playing over the collage NetWare LAN and winning people who had better but less accurate weapons (usually the shotgun, or the double in later versions, as we found that the most cathartic) simply by keeping my distance. Works until someone gets close from behind, at which point if you respawn somewhere convenient you can find the bugger PDQ, and pick him off with the pistol for revenge. Even works against the rocket launcher, just make sure you don't get hit directly (d'oh) or hang around where it is easy for splash damage from misses to ruin your plans.
It is a valid method for many DOOM-style games (as they were called in my day) and their offspring. Works well in HL2 where you can spam the trigger button as fast as you like and the basic pistol will fire at that rate without a limit (other weapons have a minimum shot latency).
Then you're incentivized to find a defensible spot and keep mashing the "chirp" button so you get a steady stream of enemies.
You could remove the chirp button -- but then you're left sprinting out juust far enough that the enemy detects you, then run back somewhere defensible. Not very satisfying.
Or you can make it so enemies stream towards the player continuously, regardless of how close they are, without any trigger -- which is sort of equivalent to having the chirp button get mashed automatically. Again, find somewhere defensible and mash the attack key.
None of these approaches feel very satisfying. There must be some clever approach to this issue which doesn't run into any of these problems. A simple set of rules which leads to a large variety of combat challenges instead of a degenerate winning strategy.
The situation here is one of level design and player load-out – this Doom level is not intended to be encountered with only a pistol, so the only way to make progress is a way most wouldn't find fun. Though this sort of situation can be interesting if it occurs naturally though, such as a player not managing their ammo correctly for what is coming up, because here it is part of the challenge or getting yourself out of a pickle of your own mix. It can also be good if it is plot relevant. And running at the combine pistol equipped was often fun. It isn't always a situation that needs to be “solved”.
Plus, left and right arrows rotate the characters since it's keyboard only, but in modern FPS you are used to having them laterally move you and you rotate with the mouse, so your reflexes are off.
But very platform dependant, so maybe OP is on a browser or OS that doesn't let you do that.
I know it works on Chrome for me, but not on FF.
i would probably choose to use doom captcha even if it takes 5 times longer. it is proven that at least people will interact with this if they wouldnt with traditional ones
jk robots can do this now
Anyone can think of something humans do and just playing DOOM in a browser falls well short of anything new.
All the hard stuff is missing. It's half an idea.
Nah, it's all the idea but half (or less) the implementation.
Still counts as a PoC by many definitions. I've been handed less complete proofs to continue ("we fleshed this out in Excel in the client meeting, said we could have it done for real by Tuesday, can we?").
The concept here is the UX of what it would be like if it were properly hooked up.
Just like what you would do with any captcha proposal. You’d want to mock up the UX to evaluate whether it something people can do.
Though here’s it’s just for fun.
…hang on, this is starting to feel like Elliptic Curve cryptography: it’s trivial to prove a demo file is a “solution” to a random-seeded Doom map, but nontrivial to work-backwards to generate a demo-recording.
The heart of Bitcoin is just "Find me a number between 0xf80000 and 0xff0000 whose SHA-1 hash starts with eight zeroes..."
1. press the back arrow to move back
2. press spacebar every second
and that's it, 30 or so seconds later the captcha is solved :-)
By default it was the arrow keys for movement and <> for turning with CTRL as fire. But you could re-map the keys and after a few years quite a lot of people did.
Also use something like IDCLEV15 and you can go to other stages.
What does this mean? I was able to "solve the captcha" using IDDQD.