#996 posted by [Kona] on 2016/01/16 21:46:08
Sounds like some of you just want a doom 2 clone. Random levels that have no purpose and feel like video game levels, constantly pressing buttons to open doors which makes no sense in real life, hordes of monsters, no story, no purpose, no upgrades or character progression other than picking up a new weapon.
I don't think the consolers or the critics would like that.
#997 posted by JneeraZ on 2016/01/16 22:30:21
That's an unfortunate interpretation.
#998 posted by Lunaran on 2016/01/16 22:35:23
Why does it have to "make sense in real life"?
#999 posted by Rick on 2016/01/16 22:42:46
Actually, I'm pretty tired of the endless remaking of Doom. What I'd really like is a good modern remake/reimagination of the original Quake. Something like what was done with Tomb Raider 2013. Wishful thinking probably. Nobody would agree on what it should be like anyway.
Kona
#1000 posted by aDaya on 2016/01/16 22:56:48
Doom2's level design is regarded as definitively weaker than in 1, the worst being those city levels which are the literal definition of "where the FUCK do I go"
But....
I was skeptic too. But the more I see, the less skeptic I�m becoming. The E3 reveal was great. They gave us what we wanted (as in MP and an Editor). Now, the alpha test wasn�t terrible but gameplay is too slow and loadouts don�t work in an arena setup. I played for hours and everybody was just spamming rockets. Nothing else. Modifiers can change that though.
The SP reveal was slow. But I�ve read several previews, spoken with people who played it and they all confirm it�s actually really fast paced. The finishers take only � seconds and don�t interrupt the flow, you can still switch weapons without the cirkel menu and the cirkel menu is actually welcome due to the short pause in all the chaos.
The levels are bigger, less cramped, have lots of verticality. No regen, no cover, just all out warfare. Collecting keys like in the old days, lots of secrets, different routes, etc. Also, 3 distinct styles (Industry, Labs/offices and Hell).
If they release an SDK as well, I really do think it has potential.
#1002 posted by mankrip on 2016/01/17 14:20:28
I want to see a single-player gameplay video played with keyboard & mouse, and focused on the puzzles.
So far the only puzzle I've seen is the hologram playback one.
Classic Doom was full of puzzles that affected the level layout in diverse ways. Raising bridges, lowering floors, creating caves� There was a lot more than just opening doors. And such puzzles often had parts scattered across large portions of the level, encouraging fast-paced navigation and exploration.
Heck, I'm pretty much describing the kinds of Quake maps made by people here. :-)
Lol
#1003 posted by Tronyn on 2016/01/17 20:48:57
I was reading the thread on Blue's News about Windows 10 and I think I've noticed some parallels between the comments there and the comments here. Some might say that our generation is cynical and hard to please, but to me all we are really doing is saying if it ain't broke don't fix it. Particularly, DO NOT, introduce compromising, invasive, dumbed-down, annoying "features" in an effort to get more money. Innovation isn't bad in of itself - it's innovations that are directly bad for users and transparently motivated by corporate greed, that are bad.
Windows 10 Is Really Good Though.
#1004 posted by czg on 2016/01/17 21:39:51
#1005 posted by JneeraZ on 2016/01/17 21:57:02
Yeah, I'm liking it so far. One or two small nitpicks but nothing that would stop me from using it.
Used And Abused
#1006 posted by Rick on 2016/01/18 00:39:47
In my opinion Windows 10 is nothing less than spyware. I see absolutely no reason to use it. I've been replacing it with Linux at every opportunity.
#1007 posted by JneeraZ on 2016/01/18 00:58:30
Linux? I can understand not using Windows 10 but you don't have to punch yourself in the nuts at the same time. That's just mean.
Windows 10 is generally a decent piece of software but the amount of spying is pretty insane.
https://www.youtube.com/watch?v=RVzc5wK2-pc
Kona
#1009 posted by nitin on 2016/01/18 02:55:48
it is a video game, not sure how fighting demons on mars is 'real life' and really most game stories are C grade garbage. All that stuff, if it is necessary at all, should be secondary to actually good game mechanics and level design.
Okay John Carmack
#1010 posted by Tronyn on 2016/01/18 03:35:47
(actually I totally agree, the only part of Carmack's views I disagree with is hyper-simple gameplay).
Wait.
#1011 posted by mankrip on 2016/01/18 06:49:41
The demons are not real?
;_;
#1012 posted by mwh on 2016/01/18 08:25:44
Next you'll be telling me that the Seal of Nehahra wasn't a documentary
#1013 posted by Lunaran on 2016/01/18 22:16:25
kona, is porn stupid because women wouldn't be willing to have sex with you in real life
#1014 posted by Killes on 2016/01/19 09:19:58
Im just gonna say here I'm holding back from ranting away and this is better for everyone.
Noooo :-(
#1015 posted by czg on 2016/01/19 09:25:52
#1016 posted by JneeraZ on 2016/01/19 12:05:14
Promises, promises...
About That Gameplay.
#1018 posted by Kinn on 2016/01/19 21:39:54
Sounds like some of you just want a doom 2 clone. Random levels that have no purpose and feel like video game levels, constantly pressing buttons to open doors which makes no sense in real life
On the subject of classic doom chat, that Romero map has prompted me to have a big Doom binge, and the overwhelming impression I have from the level design in classic Doom/Doom2 is that they don't care that's it's a completely chaotic layout where most of the time you find the key before you find the door, because you just look at the minimap to figure out where you haven't been yet and where you need to go next.
People like to bang on about "oh look at how dumbed down modern levels are now, why can't they be like classic Doom", but without the minimap, the whole thing completely and utterly breaks down.
Just my opinion.
Seeing the change in level design philosophy between Doom and Quake, and the corresponding abandonment of the minimap is very interesting.
Re 1017
That actually sounds quite good, and if the game plays like this, I suppose it will be fun. I just have a hard time imagining how such gameplay would work on a console without the player dying all the time, so it sounds unlikely that the game really plays in the way that they described in the video. But I will reserve final judgement until after I have actually played it.
#1020 posted by JneeraZ on 2016/01/19 21:50:55
Kinn - Agreed. Doom level was design, to me, was mostly chaos where you could almost see inside the level designers head as you progressed through.
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