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lol a doom story doom should be the dark souls of FPS
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# ? Feb 19, 2016 02:37 |
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# ? Jun 4, 2024 17:31 |
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If they could manage to infer enough through throwaway level design and flavor text to cause
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# ? Feb 19, 2016 02:42 |
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Blacktoll posted:Is Fatali1ty or whatever gonna back this game? Why don't we truck out all the dumb poo poo from the 90s like olestra or XTREME corn chips and ecto cooler.
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# ? Feb 19, 2016 02:42 |
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Blacktoll posted:Yes nothing more fun than running around multiplw enormous empty rooms with the same texture trying to find the blue key card with no more enemies around.
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# ? Feb 19, 2016 02:42 |
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Anyways I hope the strafe jumping rumor is true because that's the only reason I got through all the terrible leech levels and shambler closets at the end of Quake 1.
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# ? Feb 19, 2016 02:43 |
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Blacktoll posted:But really who gives a single poo poo about doom? I mean, come on. There are a million more interesting games coming out. This tech wizard Carmack or whatever should apply some of that genius into something, oh, I don't know, less stagnant then Doom. Carmack isn't working on this one dude, that was the point. He's busy working on VR for Oculus and Facebook. In fact he was going to stick around at Id while he worked with Oculus, but Bethesda wouldn't commit to letting him do VR stuff with Id games, so he left. I dunno about a million, there actually aren't many interesting games coming out this year. Xcom2 is already out, mirror's edge sequel looks good, other than that... not much. Doom 4 should be entertaining if its good or if it sucks, like Duke Nukem Forever, just to see where things ended up after all this development hell. echronorian posted:More than anything else about the 90s, I miss winding expansive abstract multi level maps. Please do this This is my biggest hope for the game, that we'll actually have back-tracking and keycodes and stuff, and not just linear corridors with shooting galleries.
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# ? Feb 19, 2016 02:50 |
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Zaphod42 posted:Doom 4 should be entertaining if its good or if it sucks, like Duke Nukem Forever, just to see where things ended up after all this development hell. I don't feel comfortable about this kind of thing, have some courtesy. Can't we use Daikatana, I know it has some fans, but drat it Daikatana is the approved example damnit
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# ? Feb 19, 2016 02:54 |
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Heavy Metal posted:I don't feel comfortable about this kind of thing, have some courtesy. Can't we use Daikatana, I know it has some fans, but drat it Daikatana is the approved example damnit Haha, I would consider Daikatana more of an insult. I know people who think Daikatana or Duke Nukem Forever are actually pretty good or even great games though. E: I did name the thread after Daikatana though Zaphod42 fucked around with this message at 03:10 on Feb 19, 2016 |
# ? Feb 19, 2016 02:56 |
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Broose posted:They should have just gave it to MachineGames after Wolf:TNO. And they'd make a game where you shoot scuttling zombie men with automatic weapons for six hours, with overlong unskippable interactive cutscenes and bad stealth.
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# ? Feb 19, 2016 02:57 |
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You guys are killing me. "Yeah, backtracking and loving keycards. I'd love for a game to have these excellent features." imo the division is shaping up pretty sweet.
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# ? Feb 19, 2016 03:14 |
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You know what one feature from Doom 1/2 I really, really hope comes back? The loving automap. Why don't games have that anymore
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# ? Feb 19, 2016 03:21 |
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Because you can tell where you're going
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# ? Feb 19, 2016 03:27 |
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Keiya posted:You know what one feature from Doom 1/2 I really, really hope comes back? The loving automap. Why don't games have that anymore Because actual 3D levels with room over room make mapping hell
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# ? Feb 19, 2016 03:33 |
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Keiya posted:You know what one feature from Doom 1/2 I really, really hope comes back? The loving automap. Why don't games have that anymore fishmech posted:Because actual 3D levels with room over room make mapping hell Yeah, compare doom's auto-map to the maps in Marathon, which supported room-over-room. Its a mess. The best you can do is like a Descent style 3D wireframe map, and that's still a mess. Marathon maps Doom's engine just flat out does not allow more than one room for a given X,Y position. The game is effectively a flat plane, but you can move bits of it up or down and add walls. Quake was full 3D and had no maps.
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# ? Feb 19, 2016 03:40 |
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As long as it's at least as good as Wolfenstein 2009(or maybe Shadow Warrior 2013) in terms of gameplay, I'll be satisfied, I'm not expecting it to be some game changer or anything, just something that'll be fun to play and mess around with
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# ? Feb 19, 2016 03:41 |
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Keiya posted:You know what one feature from Doom 1/2 I really, really hope comes back? The loving automap. Why don't games have that anymore
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# ? Feb 19, 2016 03:42 |
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fishmech posted:Because actual 3D levels with room over room make mapping hell Maybe - bear with me here - this means you should avoid putting rooms over other rooms? Just because you can do something doesn't mean you have to.
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# ? Feb 19, 2016 04:15 |
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Keiya posted:Maybe - bear with me here - this means you should avoid putting rooms over other rooms? Just because you can do something doesn't mean you have to. Or they could just divide the maps into floors or something
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# ? Feb 19, 2016 04:28 |
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yeah just ignore any amount of common sense when it comes to architecture and perfectly recreate the maps from a decades old game that were mostly that way due to engine limitations perfect
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# ? Feb 19, 2016 04:32 |
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drrockso20 posted:Or they could just divide the maps into floors or something Hell doesn't have floors.
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# ? Feb 19, 2016 04:37 |
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Johnny Joestar posted:yeah just ignore any amount of common sense when it comes to architecture and perfectly recreate the maps from a decades old game that were mostly that way due to engine limitations If they used common sense and realistic architecture, multi-floor maps wouldn't be a problem. I'm guessing you've probably even used them yourself to find something in a multi-storey shopping centre? Having multiple floors doesn't make it impossible to make a useful map, the problem is video game architecture that makes no sense.
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# ? Feb 19, 2016 04:54 |
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Tiggum posted:If they used common sense and realistic architecture, multi-floor maps wouldn't be a problem. I'm guessing you've probably even used them yourself to find something in a multi-storey shopping centre? Having multiple floors doesn't make it impossible to make a useful map, the problem is video game architecture that makes no sense. i was responding to this Keiya posted:Maybe - bear with me here - this means you should avoid putting rooms over other rooms? Just because you can do something doesn't mean you have to.
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# ? Feb 19, 2016 05:08 |
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Keiya posted:Maybe - bear with me here - this means you should avoid putting rooms over other rooms? Just because you can do something doesn't mean you have to. It's really quite stupid to avoid making a normal building just because it would make an automap harder to implement. Might as well demand all walls and ceilings/floors make exactly 90 degree angles from each other because it's easier to render. Tiggum posted:If they used common sense and realistic architecture, multi-floor maps wouldn't be a problem. I'm guessing you've probably even used them yourself to find something in a multi-storey shopping centre? Having multiple floors doesn't make it impossible to make a useful map, the problem is video game architecture that makes no sense. Multi floor malls don't tend to be all that complex inside, a your typical one the building is just 3 or 4 main hallways per floor, or maybe a loop for one part.
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# ? Feb 19, 2016 05:09 |
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fishmech posted:Multi floor malls don't tend to be all that complex inside, a your typical one the building is just 3 or 4 main hallways per floor, or maybe a loop for one part. Yeah, real buildings are generally designed to be easy to navigate and make efficient use of space. You don't get the long winding corridors, secret passages, inaccessible areas, and dead ends that video game buildings have for no good reason.
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# ? Feb 19, 2016 05:35 |
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Johnny Joestar posted:yeah just ignore any amount of common sense when it comes to architecture and perfectly recreate the maps from a decades old game that were mostly that way due to engine limitations How many buildings have you been in where you have to go up two floors around a curve, a detour to open a locked door, then down the elevator three floors then up some stairs to get to the other side of a wall? I'm willing to bet the answer is nearly zero, humans think in 2d most of the time. Some highly secure buildings MIGHT be laid out like that, but even that's pretty unlikely.
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# ? Feb 19, 2016 05:49 |
echronorian posted:lol a doom story A good Doom story: You here Demons there Make demon body here and limbs everywhere else but here. ~fin~
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# ? Feb 19, 2016 05:50 |
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Games like Skyrim are fully 3d and have dungeons with room-over-room and they manage to have maps that, while they aren't perfect, aren't useless either
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# ? Feb 19, 2016 05:51 |
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Keiya posted:How many buildings have you been in where you have to go up two floors around a curve, a detour to open a locked door, then down the elevator three floors then up some stairs to get to the other side of a wall? I'm willing to bet the answer is nearly zero, humans think in 2d most of the time. all i was saying was 'putting rooms over other rooms is an okay thing to do and avoiding doing it is really dumb' thanks
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# ? Feb 19, 2016 05:58 |
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Johnny Joestar posted:yeah just ignore any amount of common sense when it comes to architecture and perfectly recreate the maps from a decades old game that were mostly that way due to engine limitations Replayed both Dooms lately, those levels still beat almost everything that has come out since.
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# ? Feb 19, 2016 05:59 |
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Anatharon posted:A good Doom story: Sounds like Serious Sam is the best Doom ever.
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# ? Feb 19, 2016 06:25 |
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Kibayasu posted:Sounds like Serious Sam is the best Doom ever. Lmao you're a goddamn dolt
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# ? Feb 19, 2016 07:17 |
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Serious Sam has no level structure and is a loving repetitive series of open spaces with 1000 enemies. The beauty of Doom that both Serious Sam and Painkiller fail to capture is the tight, exploration-focused level design combined with intense combat.
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# ? Feb 19, 2016 07:20 |
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Then jon was a zombie.
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# ? Feb 19, 2016 08:30 |
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TheWhiteNightmare posted:All 3D mapping features in the Doom 3 engine, like rooms over rooms, were achieved using many rows of small, grey floating platforms known as GADS or "Gravitational Anomaly Disks" that were covered up with clever texture work. oh cool, I didn't know that because I've been expelled from GADS classes at videogame university program666 fucked around with this message at 11:34 on Feb 19, 2016 |
# ? Feb 19, 2016 11:28 |
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echronorian posted:way to admit youre a loving scrub this
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# ? Feb 19, 2016 11:32 |
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Someone port Doom into the serious Sam engine for these idiots who think bad level design, automaps and strafing are the height of video game. Also loving lol at the guy calling serious sam repetitive as opposed to doom.
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# ? Feb 19, 2016 13:25 |
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I've been calling this game Retard 4
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# ? Feb 19, 2016 13:35 |
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If anything I think the weapon design and enemy design put Doom over serious sam. After a while, the level design of doom starts to annoy me.
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# ? Feb 19, 2016 13:54 |
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Black Baby Goku posted:I've been calling this game Retard 4 It's not exactly not true.
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# ? Feb 19, 2016 14:31 |
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# ? Jun 4, 2024 17:31 |
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How about Doom 4 Ever? It's both terrible and compares to Duke Nukem.
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# ? Feb 19, 2016 14:37 |