Lunaran
#348 posted by RickyT33 on 2008/09/30 16:58:58
I broke my pinky playfighting with a freind.
So I'm totally screwed. Cant even play my guitar properly.
It's driving me insane.
Whaaaa - whaaaaaa !!!! Ooooowww-w (sniff) :O
I would have enjoyed Doom 3 a bit better if they just pumped the walking speed up a *tiny* bit. I've said it before, I'll say it again.
Also I've been playing it with "Dentons Enhanced Doom 3" mod. Which doesn't change that much really. Just a few tweaks here and there. And simnultaneously Dafama2k's parralax mapping mod. Which simulates parralax mapping. Supposedly. The elevators look smart anyway.....
(shields head in anticipation of flogging)
Parralax 2.0 That Is
#349 posted by RickyT33 on 2008/09/30 16:59:47
The Fuck?
#350 posted by pope on 2008/10/14 21:52:46
HEY HEY HEY
Hey, Your Name Isn't Brushwork Anymore
#351 posted by Lunaran on 2008/10/14 22:16:31
does that mean the book is dead?
#352 posted by Zwiffle on 2008/10/14 22:50:03
The book was stillborn, lun.
:(
ROE
#353 posted by ijed on 2008/11/06 14:21:28
Just finished this last night and although it sticks to the same rigid system of Doom3 - even simplifying the email trawling for lockers into cut+pasted messages - it felt more fun to play.
Bigger guns, more diverse environments, more fearsome enemies, including the lost zombie commandos, though sadly without their original snfx.
The powerups were a bit at-odds with the nature of the environments - you need souls to power your artefact, which gives you invincibility, frozen time and berserk when fully charged and the levels and filled with corpses, souls ready for extraction. There's also lots of health and ammo, with most of the combat being player at one end of a corridor, enemies at other end - shoot.
I didn't die, playing on veteran, until I reached the final boss.
What I'd like for Doom4:
Roaming levels - doesn't need hubs or anything, just levels that consist of more than a lineal route A to B.
Dump the Email - keep the PDA system there, but the trawling email idea seems to assume that the player will be bored enough of playing to do it. Or be forced to in order to get 20 shotgun shells. The occasional audio log is good to listen to whilst you're playing, but reading email is pretty tedious.
Build on the powerups system.
Bin the 'grabber' - there's no need to include a gravity gun.
Finally, it'd be nice if the player had two hands and is able to hold a pistol in one and torch in the other. Just like Jack Bauer.
ROE Was Really Good
#354 posted by rudl on 2008/11/06 14:26:30
The dubble shotgun was relly cool.
Masterdoom
#355 posted by Rc on 2009/12/15 19:33:11
MORE DOOM4 NOW NEW GAME WE WONT.
#356 posted by [Kona] on 2009/12/28 22:41:28
i liked the gravity gun. except that it slowed down gameplay a little. best thing about ROE was the double shotty.
#357 posted by Drew on 2010/01/01 05:29:06
agreed.
still think it was worse than D3 though.
While The Thread's Up
#358 posted by Tronyn on 2010/01/16 04:07:12
post 339 was classic Lunaran sarcasm; I mean I agree with the point (in fact that REALLY frustrated me about Doom3 and I hope they do a lot differently and don't let Carmack's "design decisions" rape their game with Doom4), but even if I didn't that's still the kind of post I enjoy.
Allegedly, this will be the Doom 4 title music: "Humans"
No confirmation from any source but Doom 4's audio director and the composer weren't very pleased about it, apparently. http://twitter.com/#!/Mick_Gordon/status/156889442970378240
Thoughts?
Errata
The tweets are unrelated.
MEH.
#361 posted by Shambler on 2012/01/11 21:12:28
Trying to be more indifferent, but I can't.
Go
play some more Doom 1
Hmmm Yeah
#363 posted by Killes on 2014/02/12 02:58:53
About the graphics and gameplay importance debate above.
I would say graphics yes are important. The tech, more precisely the eye candy tech, though is absolutely not anymore.
Quake 3 engine candy is plenty enough to pull off pleasing visuals. I would argue Q1 engine is too but opinions may differ. It is wholly a question of design and intention not candy tech. The latest eye candy is just arms race, it does not serve fun.
What tech does serve fun is engine capabilities, performance, draw distance, level size, loading times etc etc
And as to "no one will play an ugly game today" I will say to that Minecraft. Oh its not ugly really ? Or it is but its not really because its done on purpose/fits the purpose, has character...? Ah its the gamplay is it ?
ID should of separated Engine development and Game development.
True
#364 posted by Scrama on 2014/02/12 03:34:19
I'm Confused
#365 posted by Kinn on 2014/02/12 03:41:15
How are you defining "graphics" and "eye candy" exactly?
I Mean
#366 posted by Kinn on 2014/02/12 03:41:55
you mention them as two seperate things, it seems.
#367 posted by JneeraZ on 2014/02/12 18:20:58
Minecraft isn't the greatest example in this sort of argument. It's lightning in a bottle. How many games with crappy graphics sell really well? Most of them go nowhere, fast.
Customers want the game to be fun AND look good. You can't focus on one side and ignore the other.
Not really looking to get into an argument about specific games or individual tastes but I'll say that on the whole - you need both.
True...
#368 posted by ijed on 2014/02/12 19:32:22
But there's the aesthetic to consider - nothing looked like Minecraft until it came out.
Also, in defence of pixel art, there's shit pixel art and good pixel art - here's some good pixel art:
http://www.nitrome.com/index.html?id=2#.Uvu97_ldXzg
Kinn
#369 posted by Killes on 2014/02/12 19:57:42
I did not express this clearly but I meant to define a separation in the functional rendering / architecture / draw distance / lighting / scripting interaction etc with the typical nasty eye candy "overlays": Blur, HDR, Bump mapping, particle effects etc etc
What about KISS and Less is more for fucks sake ?
I turned off HDR when playing Necrovision yesterday, and yeah, it looked fucks better without.
#370 posted by Killes on 2014/02/12 20:01:57
What I mean is hasn't the tech come far enough to start considering KISS and Less is more principles. We are not really limited anymore in function as to engines. All this energy wasted on one-upping the competitors ultimately useless eyecandy...
GFX...
#371 posted by Shambler on 2014/02/12 21:16:53
> The latest eye candy is just arms race, it does not serve fun.
Correct.
> Quake 3 engine candy is plenty enough to pull off pleasing visuals.
Pure horseshit.
I do agree that in recent years, graphics have got to the stage where pretty much any game with current tech looks as stunning as it needs to for my purposes at least - Crysis 3, Tomb Raider, Metro Last Light, Dead Space 3, Rage, I'm talking to you - and objectively any current/future graphical increases are going to be increasingly incremental and decreasingly significant. And therefore we have got to a graphical level playing field where if you're creating with a current engine then your graphics are guaranteed to be good and what you really need to stand out is gameplay, innovation, themes, creativity etc etc. Or just fucking churn out a shitty COD clone, why not make it MP only and stick fucking mechs in as well as if that will fool anyone.
BUT this is a fuck of a way before Q3A tech, FFS.
Before - Beyond.
#372 posted by Shambler on 2014/02/12 21:20:30
Go fuck your face.
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