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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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To Be Fair... 
...this game wasn't made for the older generation that grew up with the original 2 games. If they pandered to that few dozen of us then nobody would play it. They make what will sell, keep in mind that id software sold to Zenimax for a reason.

My thoughts:
- Any successful in the last 10 years had loadouts in one form or another--it's here, it's queer, get used to it.
- Movement is slow, bring that up about 10%. I'll compromise at a higher FOV and 5%.
- Rockets are weak, the blast radius is small, and my biggest complaint about them: little to no kick from splash. I can't kick people off into the lava, which sucks because this game gives you credit if you damage them before they fall in--which I prefer to simply calling it a suicide.
- Is there anybody on this team that either a) is already on the UT team or b) was on the previous UT teams? I swear this feels like UT.
- Fuck me, this engine drags ass. I realize my system is 3 years old at this point, but I've had no trouble with any other game: i5-2500k, AMD 7950. I have to overclock to make it (mostly) smooth.
- The announcer is a little weak, which I am fine with so long as I could hear it far less often. Why couldn't they just hire the guy from Q3A? He hangs around reddit and did an AMA, reach out.
- SFX are fine to me, they seem appropriate enough--still sounds like UT though.
- I am holding out for the single player, I hope they put more work into that. The first 2 games weren't really multiplayer games, this should be SP first.
- To make the older generation happy, they need to create a "Classic Deathmatch" mode with proper weapon pickups. 
Why Couldn't They Just Hire The Guy From Q3A? 
This part is a bit dated and is about QL, but explains things nonetheless
the owners of QuakeLive (Bethesda) are in a bit of a legal battle with the Oculus Rift, and Xian (the previous voice actor) works for Oculus Rift 
 
I don't think they'll ever make an expensive product for the old generation, not the big companies, maybe a kickstarter or a good indie team.

There is Reflex http://reflexfps.net/ , but it's pretty much dead and no SP, cool mapping features though.. 
 
The announcer is pretty garbage 
 
I watched k1llsen play a bit yesterday. It seems utterly generic. Apart from it being new and thus populated with players I could not see any reason to play it. The looks remind me of Nexuiz/Xonotic which was/is random candy colors with no nice style. Hopefully the SP will be better. 
Indeed 
The PC crowd that grew up with doom and quake - and (this is the important bit) *still* buy and play games - represent such a small slice of the market now, that there will never be a big-budget game that panders to them.

I'm always amazed when people here still don't seem to have twigged this in TYOOL 2016. 
 
I played it for a few hours yesterday. Here's some thoughts

There are flaws for sure. The base map level is super generic and difficult to navigate due to a lack of landmarks. The hell map is actually very well designed and easier to navigate. Both maps are super inter-connected and chase/evasion style fighting can be quite fun.

Some of the aesthetic choices are really questionable, I feel like the characters are all from Halo and that goes for the customisation features. Many of the menus and ideas are stolen from COD, probably to add familiarity to newcomers.

Movement is like a butchered version of UT. I enjoy the extra movement like double jumps and mantling up ledges, it adds further options to getting around the well connected maps. But the lack of dodge, sprint or bunny hopping means that the movement feels too slow. I would love a bit more warning when the demon rune or quad is spawning and have the chance to haul ass over to the powerup.

2 Weapon limit is piss poor, it was bad in Quake Live and it's bad here. This is an idea borrowed from Halo but implemented poorly because even with Halo you can find weapons in the map to swap out. This isn't present in Doom and it gives you less of a reason to traverse the map. I don't understand why they chose this for Doom when it was uni-laterally hated when introduced in Quake Live.

Graphics are nice overall. Texture res is a bit low but I would expect it to be better in the full game. This is basically a Demo and smaller textures mean smaller download size.

Sound design ranges from average to downright ass. The "music" is forgettable. None of the weapons pack any punch. The announcer is so boring he could send a glass eye to sleep (seriously, even the Quake announcer was better... the UT announcer should be what all arena shooters aspire to).

Even with all these flaws it's not a terrible game. Fun was had with the game. I hope the singleplayer is better, I never cared about Dooms multiplayer anyway (except local co-op on xbox 360). 
 
> Movement is like a butchered version of UT. ... But the lack of dodge, sprint or bunny hopping means that the movement feels too slow.

If they at least added dodge (the double-tap) it would be a lot better. It felt so chunky like UT that I was double-tapping to dodge around, but it wasn't happening. People say make the haste rune speed the default, but I think that would be a bit too much.

> The "music" is forgettable.

You're right. I really enjoy the music, but I'm not going to remember it and it won't spark any memories down the line.

> 2 Weapon limit is piss poor ... even with Halo you can find weapons in the map to swap out ... This isn't present in Doom and it gives you less of a reason to traverse the map.

I don't mind it in theory, but you're right on this. These maps lack any real pinch points because there's nothing of value to pick up. Ammo is generic, health is generic, and armor is health. It makes it interesting because you'll fight everywhere, but boring because there's no place to attract to so you have to look. I've spent a lot of time on full servers looking for enemies, especially with the demon rune. At least in the hell-themed map there's 2 major areas to gather: the inside arena and the pit/bridge area. 
 
These maps lack any real pinch points because there's nothing of value to pick up. Ammo is generic, health is generic, and armor is health. It makes it interesting because you'll fight everywhere, but boring because there's no place to attract to

So this is what they mean by "combat, combat, combat"? Some of these design choices will likely spread to the SP campaign then. 
E-werd 
The platform/pit atrium in the hell map has a bad ass 4-charge super gun. Having this choke point adds huge gameplay value to that area. Proper risk/reward stuff.

I don't get how you can have 2 decades of video game content with innovative gameplay foundations and then just straight up ignore it for design choices that the community vehemently detests! 
Kinn 
Who are you speaking of? It seems everyone wants a game they can enjoy. Sure, much of what they enjoy may be aligned with older mechanical design, but no period is golden, and this period isn't inherently horrible either - though I do think it has fewer great games.

From what I can see, they're just aping the weakest points of the period. They're not progressing, they're imitating. Loadouts aren't inherently bad, but you need to do them thoughtfully. Same goes for most other mechanics - my issue with most modern games isn't a line by line of mechanics, but the combination of them, and the implementations therein.

I'm not expecting a sequel to Doom 2, or a sequel to Doom 3 - but I did hope for something a little more thought out. I wasn't a huge fan of Doom 3, but it didn't make me go "Oh, they've been playing " [x/y/z]. Personally I think a game which acknowledged what is done right in Doom, Halo, and CoD alike could be at least decent - but I'm not seeing an acknowledgement of what they did. Just tickboxes being filled. 
 
I agree with fifth on the points he raised. I'd like to add my my thoughts on the beta as well.

GAMEPLAY

speed - yes, it's certainly slower than games of yore and other arena shooters like UT. However, I think the speed is appropriate for the game's scale, though it could stand to be a bit faster. I think when we say we want the "speed of doom" we're thinking of it in an abstract way without considering all the other things in doom that made it work. Spaces in doom 1/2 are typically medium to large with simple detail, enemies are easily readable (even a distance or during hectic combat) and each have a very unique visual identity. Everything was simply bigger and bulkier which greatly lessened the negative effects of fast player movement.

instead of putting all mobility into raw speed they added double jump and mantling, which I think is a good move and I like. Currently, the FOV causes mantling to be somewhat disorienting. I think the movement in general will feel much better and be perceived as faster when they implement a proper FOV...

*must refrain from enraged FOV rant, must refrain...*

glory kills - I use them a lot, and because of that I killed a lot when sitting through the kill animation. Glory kill animations are simply too long in a multiplayer context. Cut the time in half and make them more fluid.

melee - melee could be expanded a bit and should be separate from glory kills. I think Halo did melee well, you can assassinate someone by hitting them in the back. I would love to see this in doom, this mechanic would fit well with the current map/combat design.

grenades - love using nades, perhaps having an upgrade or hack module allowing you to carry 1 additional nade (so a total of 2) would be great. Give us more grenade variations like sticky nades, freeze nades, various utility nades, etc.

AESTHETICS

visuals - whenever I look at doom the word "safe" keeps coming to mind. The design is just so safe, and because of that it really lacks any character whatsoever. It's clear the art was created by skilled people, but the art direction is so bland. Much of the assets seem like they came from various online asset stores.

sound - the sound in general is very flat. Volumes and EQs need to be adjusted. They may sound good on their own, but in the mix they just get buried and mask each other.

pickup colors - blue health, green armor, etc. Kind of counterintuitive, but considering the color palette of the levels I'm not sure they really had a choice. It gets the job done, I think.

I have quite a few other nitpicks, especially in the UI department. But these are the main things I think that need to be addressed.

that being said, I'm enjoying the game, even more so than the current UT. I just hope they fix some things. 
 
2016 "Doom: Fight Like Hell" trailer with E1M1 music:
https://youtu.be/AG_Sgx74r24

A bit repetitive, but the mood is good. 
 
At least they don't fake the run speed in the trailer. 
 
You can have a season pass to my fist up your arse!

My god, they're really putting the turd-cherry on top of the cake now. 
Yeah, 
Kinda with the dribbling rant-factory that is killes on that one.

I don't even get DLCs and season passes. WTF happened to good old mission packs?? 
 
 
"Graphics API: High"

lol. I don't think the person who made those fake settings knows what "API" means. 
Yeah 
I thought that was strange. there is a discussion about that in this thread
Well. 
Apart from that particular aspect, I can't see anything wrong with those screenies??? 
 
Colorblind mode (sorry, "COLORBLIND MODE") "low" rather than "off"? Some options in all-caps, some not. It's either very early placeholder work or a fake. 
Certainly A Fake 
I can't believe they can do a so shitty Graphic Setting Window...come on... 
 
#1488 
What software is the artist using in that video? 
 
Photoshop CS6 
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