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Posted by Doom4 on 2008/05/08 02:47:10 |
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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That Woman
#1591 posted by killpixel on 2016/04/25 23:11:44
made this diffident to sit through. for the love of god, ditch gary and whats-her-face when streaming the singleplayer.
Difficult
#1592 posted by killpixel on 2016/04/25 23:13:39
ffs
#1593 posted by Killes on 2016/04/26 07:21:00
"You can earn snap points...spend them on tiles..."
I Quite Enjoyed That
But then again I've always been optimistic about Snapmap.
I keep hearing traces of the E1M2 theme in the first gameplay video and it's driving me mad.
#1595 posted by Killes on 2016/04/26 11:30:48
otp sounds like they are fucking trying to gameify snapmap with "points" to earn to unlock tiles and other level customization features... seriously the fuck ???
Yeah It's Stupid, BUT
#1596 posted by czg on 2016/04/26 11:59:41
The "tiles" they're referring to are for customizing your levelshot on the snapmap browser pages. You know, like the q3a or d3 loading screens. They're not the actual level content, that's all available from the start.
Starts Playing With A Controller Straight Away
#1597 posted by Shambler on 2016/04/26 12:32:50
/stream
WB the bleached hair pixie tho.
Unfinished/leaked SP Trailer
#1598 posted by Zwiffle on 2016/04/27 13:52:35
Not sure if posted already
https://vid.me/RTTy
Ayyy
#1599 posted by aDaya on 2016/04/27 14:57:02
#1600 posted by Kinn on 2016/04/27 19:50:07
https://vid.me/RTTy
5/5 bretty good :DDDD
Holy Fucking Shit...
#1601 posted by JPL on 2016/04/27 20:38:11
.. almost got an erection.. >D
#1602 posted by mankrip on 2016/04/27 21:10:39
Alright, the SnapMap thing is cool. Hopefully the single player campaign will use all those features in a good way.
And that leaked video was great.
Color Me Impressed
#1603 posted by killpixel on 2016/04/27 21:18:05
I thought the single player stream was pretty cool, definitely not regretting my pre-order. I'm ready to play!!
#1604 posted by scar3crow on 2016/04/27 21:42:10
Wait, people liked the leaked video?
Seriously?
Not The Leaked Trailer
#1605 posted by killpixel on 2016/04/27 21:51:53
the official bethesda stream on twitch. I'll be watching this next.
on that note, both stratton and martin came of as much more personable and sincere as compared to all the e3 stuff. IMO, these guys really seemed to be tapped into doom and did a good job of bringing that niche thing to modern tech, presentation and accessibility.
doom wont be perfect, but really, it could never be. I'm sure there will be things that will drive me up the wall, but hey, welcome to gaming in 2016.
For The Folks Who Missed The Bethesda Stream
#1606 posted by killpixel on 2016/04/27 22:06:59
That Bloke Looks Burned Out
#1607 posted by mfx on 2016/04/27 22:31:34
his body language even says "i dont want to be here, i need to check 666 bugs right now".
Poor guy :)
#1608 posted by mfx on 2016/04/27 22:45:12
SP stuff they showed looks cool in a artsy-fartsy sense.
Wow
#1609 posted by mjb on 2016/04/27 22:48:05
Kinda revitalized my excitement for the single player. With the acceptance of 2016 AAA Design and decisions this looks pretty decent!
#1610 posted by Killes on 2016/04/28 09:39:09
I look forward to playing the SP
What Saddened Me
Was when they entered a nice, big, multi leveled arena and then had no vertical combat at all, despite the area having been clearly built with it in mind. Executive meddling at its finest.
#1612 posted by mankrip on 2016/04/28 11:52:26
Fact: vertical aiming is highly inaccurate with analog sticks. Horizontal aiming is fine because the player can strafe to compensate. So, console FPSs does have a technical reason to favor horizontal combat.
By the way, that's likely the same reason why Quake only had vertical autoaim � it was designed primarily for keyboards only.
So,,,,
#1613 posted by Shambler on 2016/04/28 12:30:06
That's another reason why console FPSes can suck my fucking cheesy dome.
#1614 posted by mankrip on 2016/04/28 13:33:24
In a general sense, I agree. But classic Doom & Doom 64 were designed for horizontal combat mostly, so a tendency towards horizontal combat in Doom 4 will help to make it feel more like the classics, which is a good thing.
Even some of the new gameplay features like double jump and mantling will contribute to that, helping the player to get on the same height as the monsters.
So, for a Doom game, that's fine.
Btw, I haven't watched the single player stream yet.
#1615 posted by scar3crow on 2016/04/28 14:32:53
It's on YouTube now, so I've started watching it.
The thing is Doom/2 had generous autoaim for handling vertical engagements. They wanted you to be looking vertically, even if you don't physically aim up or down - that was likely a limitation on the processing power of the average machine (which I think was a 386 at the time). If I remember correctly, outside of the screen space, there is essentially no precision on the data to render - it's part of the speed it accomplished on those machines, it played quick and dirty with data that wasn't essential. So intermediate solutions like Build's extending the vertical resolution and panning the frame wouldn't have worked because they would've lost those gains.
Anyways, Doom does indeed focus on a 2d input scheme, but they regularly introduced vertical attacks - e1m1 armor room to the side on higher difficulties has former humans on top of the stairs, and I think on every difficulty the first imp is sniping you in the slime room. e1m2 concludes with the pit fight with three alcoves above you where imps attack, but a secret will let you into the left alcove and ambush the normal fighters. e1m3 communicates the secret exit with an imp sniping over the donut bridge, and has multiple points where you get a vertical advantage over enemies. e1m4 opens with a tall room with multiple vertical points of interest, and the right most area has enemies wandering around a high up inset. e1m5 is regularly moving up and down with small engagements between the spaces. e1m6 is probably the least vertical with just the exit, and the overlook of the slime area. e1m7 has the raised computer stations with slits where former humans roam, and you can fight through those lines of sight...
Doom 2 has a lot more verticality because they were even more used to the engine at that point - and I wonder if that one targeted 486s more. Just about every level has at least a few vertical bits, and some have a lot. Sure, your engagement was to move around horizontally to get them on screen for the autoaim to kick in, but it still had you thinking three dimensionally.
The combat I've seen thus far (still early in the stream) has everything coming to your level, or being docile (mostly threat posturing) until you reach their horizontal level. Maybe later on enemies will engage you from different heights?
Until then, no, it's not quite as 3d in gameplay components as Doom/2 is.
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