
Doom4
#1 posted by Doom4 on 2008/05/08 02:48:11
I have actually just wet my pants.
I look forward to Doom4, the wait has begun.

Eh?
#2 posted by
than on 2008/05/08 03:43:08
what platform are they making it for? I had a quick look at the jobs page and at least for level designers they were looking for people with DS experience.
Besides, they should be making a new Quake game that follows Quake 1! :)

Hopes For Doom 4
#4 posted by
than on 2008/05/08 04:30:10
*more enemies active at once
*better, more satisfying weapons
*COOP < most important thing
*larger environments
*more evilness
*more varied environments
*better level design
*no cutscenes
*heavier monsters used early on
*no shitty zombie commandos that can do somersaults and backflip behind cover. I don't mind the mutant ones with whip arms etc. but the regular z-sector ones were so annoying and not fun to fight.
*better AI on the more significant hellspawn creatures.
*mutant owl neck syndrome toned down
*monsters have finishing moves when they kill you, like in the first doom 3 leaked shakycam footage where the hell-knight eats the player's head. That kind of thing.
*the ability to use a flashlight and proper gun at the same time.

DS Experience.
#5 posted by
gone on 2008/05/08 05:08:47
than, just to put it simple: a proper action-packed shooter, instead of another futile attempt at cheesy horror where you cant see much. the rest is details
/me cares more about Rage, cause it seems to feature more open and varied gameplay
#6 posted by
gone on 2008/05/08 05:11:12
and it would be interesting to see if the Doom frachise dies with the #4, just like Quake

That Reminds Me
#7 posted by
than on 2008/05/08 07:12:11
* No shit story involving an evil scientist. I can't believe they didn't realise how amazingly cheesy this idea was.
* Don't give it to Raven to develop.
* Properly fucking visceral weapons. Remeber the super shotgun in Doom 2? Fucks sake. Look at the weapons in Half-Life 2. Listen to the sounds they make. Take notes.

With This
#8 posted by Tronyn on 2008/05/08 08:06:03
they might be able to apologize for the crap that was Doom3. Doom3 could have been great, but they made some stupid gameplay decisions. Here's what they should change, imo (many repeats):
-any activity monsters do should be ingame (not a cutscene) and in general this should be kept to a minimum
-AI that isn't shit.
-Similar art style would be OK, but, LESS REPETITIVE, more maps in Hell (come on this is DOOM!), and don't use ridiculously distinct monsters (a commando with a tentacle on his left arm). Infact most Doom3 monsters were shit.
-Level design. To me this was the hugest flaw in Doom3. Some of the maps looked decent some of the time, what you could see of them, but the maps were almost all tiny corridors - no joke, the layouts of these maps could almost all be remade in Doom1, albeit with sector-over-sector (like in Duke3d). What they need, is maps like Q2 Warehouse, but darker, with prowling monsters, forcing the player to behave intelligently and attack stealthily to make it through the environment alive.
-Cut the story. Come up with something vague and spooky, and leave it at that.
Fuck gameplay quirks like NPC's you protect, no duct tape, and so forth.
Coop could be great with large, nonlinear levels.

Tronyn
#9 posted by
than on 2008/05/08 09:48:19
even Doom 1 had warehouses full of prowling monsters :) I think some of the early ep 2 maps had areas where if you fired your gun, loads of monsters woke up and started prowling around. Because the AI was very simple (walk towards player, if hit wall walk along wall for a bit, try and walk towards player...) if you couldn't get to the monsters straight away, they would often end up in very unpredictable places and scare the hell out of you. I didn't notice this at all in Doom 3 - possibly because there was actual pathfinding.
I thought the commando was better than the z-sector marines at least. It did seem a bit distinct perhaps, but at least it looked tougher than the regular zombies and was very aggressive.
The hell-knights, manacubuses, arch-viles and other high end monsters needed a bit more use. There was too much repetition of the trite ambushes and those invisible things. I would have also liked to see more use of the chainsaw wielding zombies. Also, I had no idea until after I had finished the game that the spiders and trites were not the same enemy, and the cherubs were too similar in function to them too.