That said, I wish there was a way to marry the original artistic intention without sacrificing tactical advantages (and especially in these older games that use Y-shearing, that extra visual vertical distance can count for a lot). art, and I do tend to lean towards utility. HUD preference kinda seems to be on a spectrum of utility vs. Then you get the best of both worlds, tactically speaking. Unfortunately it gets rid of the face in the process, which means you not only lose a directional indicator but also probably one of the defining aspects of Doom's visual design (and all of classic id's FPSes).Īnother favored HUD is eDuke's custom minimal hud (that adds more information than the default minimal hud), but with the row of weapons on the bottom plus their ammo counts that tend to be seen in any mod TrooperDan has a hand in.
It actually provides more information than the fullscreen hud (armor class and active/inactive berserk).
My ideal HUD is actually something like the Alternate HUD from the zdoom family of ports. I like the visual aspects to fullscreen huds and the full information provided but I'm not as keen on the vertical cutoff.