itwasTuesday
He wasn't alone.
Little bit of Kevin Spacey?
Doom 4: modern warfare. Where are the demons!!!!!
sigh. obviously because these screens don't show enemies, the game doesn't have any enemies at all. they aren't just shots of the wip levels.Mass Warfare 4
why? Doom 1 and Doom 2 weren't designed around mouse and keyboard and it seems like from this thread, Doom 4 isn't allowed to be a modern take on Doom 2's story, it has to be beholden to the same technical limitations that Doom 2 was stuck with. so it should be designed around the keyboard and 320 x 240.If it looks like that they should just start over and make a lower budget brutal doom style game designed around mouse and keyboard.
SO MANY POSERS IN THIS THREAD
It's easy to tell who actually played DOOM and DOOM 2 to completion, and who cheated their ways around the game; and who hasnt even played them.
Doom II has a 2 cutscenes with text telling you whats going on in the game (I believe the first one is before Level 10 when you fight the gang of mancubus + cyber spiders in a small arena), and it explains that you managed to clear up the spaceport, allowing humans to escape, but that the monsters have spread deeper into the cities.
Those first 10 levels are all sets in small factories, industrial type places,Then the 10 next levels or do are all sets in big open areas, outside, because you are hunting down the demons. Then you get another wall of text explaining something about how Hell has started to convert Earth and that you go jump deep into it to destroy the source of all evil. The next 10 levels are all hell themed, with bodies everywhere, lava, more and more demonic imagery..
Even the names of the stages makes it obvious:
Doom 3 is a retelling of the original planned storyline of Doom1; it followed the original design document, you can even find them online.
Would Jackal Canyon fall under corridors? Because that was definitely the pinacle of the game. So goooood.are all the people bitching about how it looks like Rage forgetting how much of Rage was sweet shooting in corridors?
I believe you're able to convert details into textures (normal maps?) with Z-brush.I can't quite understand why some fences and other stuff like that was made in Zbrush too (at least it looks like it was made in zbrush). Can you simplify models with one-click in zbrush and import them into the game? I don't think so. It seems to be a huge waste of time and resources if what I described is the case.
Todd Hollenshead on Twitter said:Believe none of what you hear and half of what you see - Benjamin Franklin
Would Jackal Canyon fall under corridors? Because that was definitely the pinacle of the game. So goooood.
Also yes, Doom 4 is supposed to be Doom 2 remade just like Doom 3 was Doom 1 remade. So basically, we should get Doom 3 with different levels and a super shotgun. >_>
Little bit of Kevin Spacey?
daliens
HL3?
shot00046, 7 and 8, it's a hub Seems like they really think they have a style of gameplay with Doom3/Q4/Rage. In reality, it's just a mess that wants to be (make money) like military shooters. I've been with/pro ID for a long long time, but if Doom4 really turns out to go more in the direction of Rage and military shooters than back in the direction of DoomI/II & Quake I, then they've lost everything that made them great. There's just nothing left of what made DoomI/II & Q1/2/3 fun. The only thing they have left is a nice engine, which doesn't stand out nearly as much as it used to.
I guess I'll have to take it back.Do you really think so? It doesn't look that way from where I'm standing.
I think most commenters are puerile, belligerent and utterly oblivious. Fankly it's goddamned shameful. OH NO THAT BUILDING LOOKS LIKE RAGE! I DIDN'T LIKE RAGE FUCK THIS GAME. Give me a break.
There is a reason why people jump to conculsion. 4 years ago...Game announced > new id engine > big hype. This year...RAGE flops hard > engine looks outdated > rumors about development problems > lay offs > leaked screens that look like crap. JC promised 3x visuals and we get this :/Jumping to conclusions all up in this.
I'm counting that under 'a nice engine'. Rage was nice, loved the visuals and the gun gameplay, but I hated the hubs, wastelands and such. I don't see what's wrong in pointing out that the direction ID is taking is making them into more of a run of the mill game studio.yeah other than awesome gun play, great weapons, cool secrets and AI that's fun to fight against, Rage is nothing like id's older games and is exactly like COD.
Wait, I'm not getting what you're saying. You're calling that map a hub?i don't understand this thread at all.
http://doom.wikia.com/wiki/MAP13:_Downtown_(Doom_II)
tell me skeptics, what does THAT look like to you?
you didn't get past level 11 in Doom 2: HELL ON FREAKING EARTH did you?
As somebody who still semi-regularly goes back to Doom 2, their city stages were pretty damn abstract. Hell, the whole game's design was abstract. That arguably worked in its favor, gameplay-wise, but it did require some fairly large leaps of logic to see them as actual locations.http://doom.wikia.com/wiki/MAP13:_Downtown_(Doom_II)
tell me skeptics, what does THAT look like to you?
you didn't get past level 11 in Doom 2: HELL ON FREAKING EARTH did you?
Hub levels aren't run of the mill in shooters though. the only two I can think of off the top of my head that feature them are the most recent Wolfenstein and Rage. COD, BF, Halo, Killzone etc... they don't feature hubs.I'm counting that under 'a nice engine'. Rage was nice, loved the visuals and the gun gameplay, but I hated the hubs, wastelands and such. I don't see what's wrong in pointing out that the direction ID is taking is making them into more of a run of the mill game studio.
Wait, I'm not getting what you're saying. You're calling that map a hub?
Little bit of Kevin Spacey?
As somebody who still semi-regularly goes back to Doom 2, their city stages were pretty damn abstract. Hell, the whole game's design was abstract. That arguably worked in its favor, gameplay-wise, but it did require some fairly large leaps of logic to see them as actual locations.
Although really, I'd love a Doom game that looks like this, but I'm hoping that the levels are still abstract labyrinths instead of more linear Half-Life-esque levels or wide open sandboxes. These screens don't really tell you anything about that detail...
On the contrary, I'm pretty sure they were intended to be abstract. I mean, look at the development process for the first Doom; Tom Hall was designing maps to actually represent plausibly real locations (insofar as a base on Mars can be considered plausibly real). Everyone else on the team soundly rejected his concepts, and the end project went to a more abstract bent, which basically upset Hall so much that he quit the team entirely. They had to have gone abstract deliberately.i don't think they were abstract by design though, if you get what i mean. pre Duke Nukem 3D I don't remember any first person shooters looking much like real places, but i sense that wasn't because ID didn't want them to look like real places, but it was that they couldn't make them look like real places on the Doom engine.
fixedLittle bit of Gene Hackman?
Little bit of Kevin Spacey?
ODST did, in fact, have a hub world.COD, BF, Halo, Killzone etc... they don't feature hubs.
That's definitely the impression you get when hearing Romero talking about the creative process of Doom or reading Masters of Doom for that matter.On the contrary, I'm pretty sure they were intended to be abstract.
they mapped the woman's body to the very last detail
The character models look pretty incredible. I know nothing about this stuff though, could we even expect them to look like that in-game?
This. The tech was a handicap in doing otherwise, but they still deliberately embraced the abstraction.On the contrary, I'm pretty sure they were intended to be abstract. I mean, look at the development process for the first Doom; Tom Hall was designing maps to actually represent plausibly real locations (insofar as a base on Mars can be considered plausibly real). Everyone else on the team soundly rejected his concepts, and the end project went to a more abstract bent, which basically upset Hall so much that he quit the team entirely. They had to have gone abstract deliberately.
That it's much much much easier to design abstract maps with Doom's engine, given its total lack of rooms-over-rooms, was certainly a major impetus for that, of course, but I can't believe it's the only one.
If there is one thing I'd like them change it is the static sky. After playing Skyrim, I'm spoiled
sigh. obviously because these screens don't show enemies, the game doesn't have any enemies at all. they aren't just shots of the wip levels.
why? Doom 1 and Doom 2 weren't designed around mouse and keyboard and it seems like from this thread, Doom 4 isn't allowed to be a modern take on Doom 2's story, it has to be beholden to the same technical limitations that Doom 2 was stuck with. so it should be designed around the keyboard and 320 x 240.
are all the people bitching about how it looks like Rage forgetting how much of Rage was sweet shooting in corridors?