#1216 posted by JneeraZ on 2016/02/05 13:19:55
Fifth
They did the same thing in QUake3. For whatever reason, id feels that the announcer should be flat monotone ... I don't know why.
Even the Quake 3 announcer has more personality than the Doom 4 one...
But
The Quake Live one does not. I think it's the same guy even?
Meh
#1219 posted by killpixel on 2016/02/05 17:40:52
guess they want a more serious vibe, maybe they felt past styles were too cheesy? kinda odd choice for muliplayer.
QuakeX announcer comparisions
#1220 posted by Rick on 2016/02/05 17:45:43
"Quake 2 is actually nothing like Doom or Quake"
It's exactly like Doom or Quake.
As far as game mechanics are considered, yes they are the same... Player character kills enemies while progressing through various levels.
However, the locations and the enemy types are completely different in each game. Which, in my opinion, was reason enough to come up with a different name, but they didn't.
#1221 posted by JneeraZ on 2016/02/05 18:11:10
Remember the build up to Quake 2 and all the press about how the monsters would duck under incoming rockets?
LOL
But
Some definitely did?
My Major Complain About Quake 2
#1223 posted by aDaya on 2016/02/05 18:46:19
is how the overall movement feel a lot more stiff than Quake 1, or Doom for that matter, which is a major stepdown to what we got in Q1.
Also the smaller hitboxes for monsters with the still minuscule ones for the projectiles, making enemies harder to hit with rockets and blasters.
Also fuck the Blaster, piece of shit is the worst starting weapon in any FPSes. At least Doom's pistol was hitscan.
Q2 Blaster
#1224 posted by PuLSaR on 2016/02/05 19:15:24
was nice. my favourite flashlight.
#1225 posted by JneeraZ on 2016/02/05 19:32:24
OTP - Some did. All that meant was it happened once and then players learned to aim low.
Nah
#1226 posted by ijed on 2016/02/06 00:17:40
The Enforcer played a duck animation, but his box didn't change.
Lazarus had enemies jump over incoming rockets, run from grenades on the floor and so on. It was an awesome toolkit.
Gunners Did Ducking Too
#1227 posted by nitin on 2016/02/06 00:51:58
as for new d4 footage, probably just me but still looks underwhelming IMHO. That was clearly scripted and even then we barely got any 3d gameplay.
#1185 Holy Fuck!
#1228 posted by mankrip on 2016/02/06 00:56:16
That's the first trailer that made me really excited!
I wish my computers could run this beast (my 9500GT struggles with MK9�). These new designs are awesome!
Snippets Of The Campaign
#1229 posted by killpixel on 2016/02/06 22:25:11
All Of That For Just 20 Seconds Of Gameplay
#1230 posted by aDaya on 2016/02/06 22:53:16
Wish It Had More Gameplay
#1231 posted by killpixel on 2016/02/06 23:23:14
Seems mancubus have an aoe like the spitter from l4d2. You can see Marty Stratton observing from the shadows in the back left corner.
Mancubus.
Sucks.
#1233 posted by aDaya on 2016/02/07 02:42:30
Doom 4 Mods - Wanted List
#1234 posted by Qmaster on 2016/02/07 06:20:05
I can see the first tutorials/mods for disabling the takedown/scripted kills...they slow down the gameplay and take control from the player.
The second mod would be to remove/reduce the glossiness of enemies and other objects. Too much modern shine-o-vision as of late. Shiny doesn't mean good and everything looks wet.
Ok maybe the 2nd mod would be to increase player movement speed.
Then would be the gutsavers mod to turn down the gore. Of course removing takedowns alone would cut down on the gore.
Next we would need an AI mod to make the enemies dumber and run straight at the player.
Then we might need a mod for rockets to detect if an enemy is within a certain radius of the rocket and cause the rocket to explode in order to mimic a larger bounding box.
Next we will see a centerpoint mod to bring all weapons to the center of the viewport.
Then someone will hack in gl_texturemode gl_nearest and all hell will break loose.
For Weapons Centerpoint
#1235 posted by aDaya on 2016/02/07 11:17:07
That'll be hard considering the standarts in terms of viewmodel modelling is to just model the only visible side, which is a shame. That'll require some reworks but if the worldmodels have as much polygons/texture the same size as the view one that would work.
Also have a way to make the viewmodels a bit smaller, make the chainsaw just like the one in D3 (it was a beast) and have the fists be its own weapon slot (they could be berserk fists anyway, close range attacks are a risk).
Why Downgrade It?
#1236 posted by Skiffy on 2016/02/07 15:35:56
At that point I would just wait till Gibhard comes out... so we can mod that to be a doom game.
#1237 posted by Kinn on 2016/02/07 16:13:45
Why Downgrade It?
A lot of people with Aspergers will get upset when the new Doom game differs from the old games in ways such as "has modern graphics" and "isn't exactly the same as Doom 1/2"
#1238 posted by mh on 2016/02/07 20:22:45
I can see the first tutorials/mods for disabling the takedown/scripted kills...they slow down the gameplay and take control from the player.
I'm still amazed at what part of "glory kills are optional and if you don't want them just don't do them" people are failing to understand.
Depends On How Optional They Are
#1239 posted by aDaya on 2016/02/07 20:51:09
Optional as in "you can turn them off in the options" or as in "you can still kill monsters with guns, the takedowns are just another way"?
#1240 posted by Kinn on 2016/02/07 20:52:09
of course you can still monsters with guns, you guys
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