 Doom 4 Snapmap
does look restrictive, but I think that's kind of the point since it's very difficult to make content for the latest idtech. Maybe they will update somewhat frequently with prefabs?
I think what they're doing is good, I think people would be a little happier if it had something in it that was a bit more like the Portal Puzzle creator? I think that would be a nice trade-off.
 Well
#685 posted by ijed on 2015/08/02 18:03:58
The tool will be useless if you can't make your own prefabs.
Is that functionality stated officially somewhere?
#686 posted by necros on 2015/08/02 20:01:47
portal puzzle creator only works because of the extreme simplicity of the levels. if someone made something like that in quake, we'd call it a box map.
doom4 is going to have an expected level of complexity to its geometry so box rooms are not an option.
 Assumptions Assumptions
I'm not saying that it would be easy to develop for a modern engine and achieve the same kind of graphic fidelity. Especially not for a single person. However, the above is all based on Rage. This is Id-Tech 6. There are loads of things that have changed and perhaps making it more modable is one of them. Who knows really?
 Hmm No.
More likely it's id Tech 5.1 with marketing on top.
#689 posted by JneeraZ on 2015/08/03 18:01:31
Yeah, remember that Carmack left after Rage. I'm not saying the coding team is not great, but ... you know, no more Carmack.
 It's At Least A New Renderer
#690 posted by mh on 2015/08/03 19:22:32
 Hmm No...
You have no idea what's been done engine wise in the last 4 years. Nor do I for that matter. Plus, they brought in Tiago Sousa from Crytek (Lead Graphic Engineer for the CryEngine). Also, MachineGames and Tango both worked with the Rage engine and made modifications. I honestly don't believe we'll be getting a simple 5.1. Not in that much time. If I remember correctly, Carmack stated that he wrote the engine in such a way that it would be easier to replace certain components (such as the new renderer that Tiago was talking about).
 Well Forget About It Guys.
#693 posted by JneeraZ on 2015/08/04 20:45:33
Right ... NEXT!
 #692
#694 posted by Kinn on 2015/08/04 20:55:52
"Could you make Doom 4 through snapmap?"
"Uuuuuuuhhhhhhhhhhhh....."
Lol.
 :/
#695 posted by killpixel on 2015/08/04 21:32:23
well, that's a shame.
Granted, a very small percentage of people would ever make use of true dev tools. Still, why not make them available for those who would use them?
I think doing that could benefit the snap-map community as people could use the dev tools to make prefab sets for the snap-map crowd.
So far, this doom reboot is pretty 'meh' all around.
#696 posted by JneeraZ on 2015/08/04 21:35:43
It's because, as I keep harping on, I don't think they understand what made Doom work. They see the demons and the gore and the graphics ... they don't realize that was just the window dressing.
#697 posted by killpixel on 2015/08/04 21:42:15
I'd have to agree. Though, I feel they (or many people on the team) do know what makes doom work. However, I think they have set their focus on what will make doom sell, ultimately.
ZeniMax is a business, it's sole purpose for existing is to generate income. So, from a business perspective, I think they're doing doom the best way. However, as a gamer and a long time lusty lover of doom, this is painful to see happen.
I'm going to go play DoomII now...
#698 posted by Spirit on 2015/08/04 21:43:42
Also notice how no id Software dev is in that panel.
 DISSAPOINTED!
#699 posted by ijed on 2015/08/04 22:07:27
#700 posted by JneeraZ on 2015/08/04 23:03:44
#701 posted by scar3crow on 2015/08/04 23:08:22
That whole segment felt so forced and artificial. I liked the parts where they say it isn't like CoD but don't bring up the loadouts, talk about how it isn't a QuickDraw like in CoD, that it takes time, but then calls it a duel, which actually involved drawing fast, and concludes with how fast the fights are. Also it's totally different because there are a lot of people fighting in one general area.
Also, the original Doom being brought up as an example of a difficult tool kit.
Ugh. Next time could they get someone who likes games on?
 Marty Stratton
#702 posted by killpixel on 2015/08/04 23:45:07
He comes off as disingenuous to me, his talks at the E3 reveal were pretty cringy. We're gamers, not business men looking to invest in their project or children that need to be spoon fed; spare us the buzzwords and bullshit.
I'm wondering where Tim Willits is in all this. Even getting Kevin Cloud to give us the lowdown on Doom would be nice.
I think id is feeling quite I bit of pressure due to RAGE and the recent exodus of John and Todd.
I'm wondering where Tim Willits is in all this.
Hopefully very far away.
#704 posted by killpixel on 2015/08/05 00:02:03
ouch.
 Ouch?
Willits gave the world an id Software without Romero and McGee, and eventually Doom 3 and Rage. Stratton gave the world Quake Live. He speaks a ton of PR bullshit but I know whom I'd put my money on.
 Bottom Line
Talented level designers do not talented lead developers make.
 Fill Me In
#707 posted by killpixel on 2015/08/05 00:14:30
My logic says Romero and McGee gave the world an id without Romero and McGee by leaving. How is Tim to blame? I'm genuinely curious, maybe there is some id drama that directly revolves around Tim that I don't know about?
 Let's Be Honest Though
#708 posted by Kinn on 2015/08/05 00:25:18
Willits has, for a long time now, come across as your typical middle-aged game dev veteran who lost interest in gaming over ten years ago, and is just now sitting in a management position by default churning out unimaginative passionless work whilst daydreaming about that garden shed project he's been looking forward too for a while now and oh just to let you know I'm gonna be knocking off an hour early because the kids need picking up or something "Tim when are we going over this setpiece that you need me to design next week?" Ah yeah sorry can we go over that on Monday instead? Meanwhile, just make something cool I guess I'm sure it will be great ANYWAY GOTTA GO BYE SEE YA NEXT WEEK.
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