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Let's talk about DOOM and what you want to see

Open level design? Open level design!
Like in the old times when replaying a level could mean you discovered new corners that you haven't seen before.
 
Less emphasis on horror and more on straight up action. You can still have horror, but Doom was mainly an action game with a sci-fi/horror backdrop. It wasn't great for scary moments, but for the fast-paced action.
 
Less emphasis on horror and more on straight up action. You can still have horror, but Doom was mainly an action game with a sci-fi/horror backdrop. It wasn't great for scary moments, but for the fast-paced action.

Yup. Good sound design can go miles for horror, but I want the emphasis to be on combat, not exploration or environment.

Sure, send me on a key fetch quest every now and then through a huge labyrinth, but give me waves of enemies to fight on the way and an ammo pickup alongside that key and we're good to go.
 
For enemy design I hope they try to stay as close to the Classic/64 design as possible. I would love if the Bulldemon (aka pinky) looked more like it's 64 counterpart than the classic and so on
 
Whatever it is, the game needs to have SPEED. What made the originals great was how fast you could move, dodge projectiles, and flank enemies. This is really the defining characteristic of the combat and I think a return to form with a high-speed protagonist would be awesome.
 
I see that some people feel the new Doom should be similar in design to the new Wolfenstein games, but I hope that doesn't happen. Wolfenstein: The New Order and The Old Blood are solid, enjoyable games. They combine old-school and new-school elements without being jarring, which is cool, but they don't really excel at either playstyle.

On one hand, they're not full stealth games where you can sneak by every enemy without engaging them. You also can't hide bodies. And on the other hand, taking a run & gun approach is not encouraged due to the enemies all being hit-scan. You also have to constantly look at the ground and manually click on each piece of loot. Taking cover and being stealthy is encouraged more.

Then there's the overall level progression, which involves a lot of scripted events where you often lose control of the character. That's fine for a first playthrough, but hurts replay-ability.

I'm hoping the new Doom doesn't try to accommodate stealth/taking cover and keeps the scripted events to a minimum, if at all. We already know the former is true, but the latter remains to be seen.
 
I hope it's anything but the new Wolfenstein.

Hearing KingDime talking about his experience playing it just really sounds jarring and not at all appealing.
 
Up close and in your face gore. Realistic, nasty, streamy, gooey GORE and big explosions and meaty, punchy sounding guns. I want to see a first person fist with brass knuckles pummed a demon into a pile of ground meat. And then I wanna play with the volume down and the Black Album cranked, just like the old days of playing Doom on DOS with no speakers and a sub 10fps framerate.
 
Up close and in your face gore. Realistic, nasty, streamy, gooey GORE and big explosions and meaty, punchy sounding guns. I want to see a first person fist with brass knuckles pummed a demon into a pile of ground meat. And then I wanna play with the volume down and the Black Album cranked, just like the old days of playing Doom on DOS with no speakers and a sub 10fps framerate.

tfw these posts.

I got to just copy paste them for doom_txt to read.
 
Multi-layered levels with many secret passages, secrets within secrets, etc.

Focus on dancing around incoming enemy fire, rather than taking cover

Enemy projectiles that are bright, vivid, and well-telegraphed, i.e. fireballs

Iconic monsters that exude a great deal of personality and menace

Weapons with tons of PUNCH, i.e. reloading animation, crunchy sound design

Viscera everywhere! Go all-out with the gore!
 
my little pony alternate hud designed by Joe Ilya

Level design with tons of voxels and just like eternal doom

and like a weapon variety of russian overkill and extreme weapons pack plus decorate monsters

and then like a storyline just like super turbo arcade: Jar Jar's last pineapple fritter
 
I see references to Serious Sam in this thread, but I'm surprised I haven't seen much comparison to Painkiller.

I think Painkiller ticks most of the check boxes suggested for Doom 4, but the few major things it misses are consistently intelligent level design coupled with varied pacing.

Moving through linear levels while killing lots of enemies can be consistently fun, but if the encounter design and pacing isn't varied enough between levels, the game can quickly become stale due to levels feeling the same though they are structured differently.
 
Get Slayer or Megadeth to play the OST is a must.
Otherwise there is no Doom.

Edit:
Atmosphere must be bloody, demonic, fearsome, not just dark like the last Doom, that's not scary at all.
 
I'm gonna go for my first actual wish for the game: Please don't bother with some upgrade system. But since Bethesda is publishing I'm expecting crap like that to show up and do its best to destroy any pacing.
 
I felt like the new Shadow Warrior had bits of what I want to see in a new Doom. Especially toward the end of the game where they are throwing hordes of enemies at you.

The weapons need to be better though. The rocket launcher in Shadow Warrior was dogshit.
 
What we need from a new Doom that hardly any game gets right? No reloading. Nothing throws off my pacing like having to stop shooting demons because my shotgun needs to be reloaded. Screw that, if I have 50 shells, I'm going to shoot 50 times.

Also, key cards and smart level design. I want a new Doom to fuck with me the way some of the monster closets in Doom 2 fucked with me. I'm thinking specifically of the closets in The Focus here.
 
No down the sights aiming, no realistic damage (a la CoD), no peaking around corners, no reloading, minimal jumping (think ZDooM)...

Basically just super fast frantic up-close multiplayer fire fights with really tight level design.

Ref: BOB10.wad and or all of Dweller maps - which appeared in almost all of the DWANGO.WAD series. Or even the more basic MAP 07 from DooM II designed by none other than American McGee of Alice fame.

Because those moments when you're playing king of the hill in the RL area at the top of the double staircase (in BOB10.WAD) and you and 3 of your friends double barrel shotguns are all in slightly different times of the reload animations and you've all got different strafe strats going.... That's when you're armpits start to moisten.

There's no way what's left of ID Soft has enough balls to ignore all of the 'enhancements' in gameplay that have taken place in FPS games of the last 10 years, but I think it would be the best thing they could possibly do, as if they try to stand parallel to them, they'll end up with, well, this: https://www.youtube.com/watch?v=6hot1aQJTw8
 
I was mostly hoping for over the top gore and fast paced gameplay. But based on the tweets/impressions from QuakeCon 14 it sounds like id nailed that. I want to see tons of hellish iconography and weapons that feel powerful.
 
Yup. Good sound design can go miles for horror, but I want the emphasis to be on combat, not exploration or environment.

Sure, send me on a key fetch quest every now and then through a huge labyrinth, but give me waves of enemies to fight on the way and an ammo pickup alongside that key and we're good to go.

Yea, Doom 3 was very good for that kind of claustrophobic environmental horror, but it missed that wide open chaos of fighting hordes of enemies all at once that's so instrumental in Doom's main action and gameplay.

There's nothing like grabbing that long-sought keycard then turning around to meet 25 enemies emerging from behind a lowering wall. :p
 
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