#885 posted by Kinn on 2015/12/14 16:53:29
$3.69 unlocks the "teabag" animation apparently. I think it's a steal at that price.
 It's Kind Of Funny
#886 posted by aDaya on 2015/12/14 17:15:33
The first iteration of Doom4 felt like a typical COD clone (https://www.youtube.com/watch?v=Io23oqGJ5ik) that would get an once of popularity because of the name before being drowned by the military FPS flood that's still going on today, and would inevitably piss off Doom fans.
And now we have ex-Bungie devs that makes Halo in Hell and it would get an once of popularity before fading off. The situation is similar. And I really doubt Doom4 will have the same ever-lasting appeal of Super Mario Maker: the gameplay feels weak, SnapMap feels very limited and we already talked about the possibility of DLC assets Zenimax will surely try to use to gather more interest in the game but will ultimately fail because not only will it create a gap between those who can buy them and those who can't, but also because the game seems shallow to begin with, and it will take more than patches to fix it.
#887 posted by metlslime on 2015/12/14 17:26:51
if they charged for map pieces, they could still let everyone play the maps you create (the charge could be just to use it in your own maps.)
Just like i don't need to pay $5 to see somebody else walk around in horse armor.
 Well Yeah
#888 posted by Kinn on 2015/12/14 17:39:45
In fact that's how they sell this stuff.
- Person A sees person B with cool shit
- Person A wants cool shit too and opens wallet
#889 posted by JneeraZ on 2015/12/14 17:44:53
Super Mario Maker seems to have the right level of granularity tho. You don't need to go any deeper than that.
 I Wonder What A SnapQuake Would Be Like
#890 posted by mankrip on 2015/12/14 18:48:41
� No light entities, only surface lights and sunlight.
� No VIS.
� No carving, no vertex manipulation.
� Only prefabs and box-shaped brushes.
� No texture scaling.
� No advanced entity field editing.
� No arbitrary editing of entity parameters; only sliders, lists and checkboxes.
� Grid size fixed at 16 units.
� Entity and prefab rotation around the Y axis only.
#891 posted by JneeraZ on 2015/12/14 18:54:30
Search for Deathmatch Maker ...
 Func_plat Slider
slow <-----------> fast
#893 posted by Joel B on 2015/12/14 18:56:49
Max points to WarrenM for the callback.
#894 posted by Kinn on 2015/12/14 19:00:17
Deathmatch Maker
The flashbacks. Aaaaaaaagh.
"A binary grid is obviously too unintuitive - better make it a decimal grid".
 New Screenshots
#896 posted by Zwiffle on 2016/01/07 03:20:34
Sure looks like it has hallways and whatnot.
 Holy Shit
#897 posted by Kinn on 2016/01/07 05:25:57
Rooms and corridors confirmed.
#898 posted by Rick on 2016/01/07 05:39:53
I have to admit, it does look a bit better than Doom 3.
 I Thought The Pistol Wouldn't Make It?
#899 posted by aDaya on 2016/01/07 10:08:30
Lost Soul looks rad too
#900 posted by Spirit on 2016/01/07 10:17:58
those cacademons look like miniature figurines covered in jizz, totally artificial
#901 posted by metlslime on 2016/01/07 10:38:20
the extreme DOF is probably why they look miniature.
#902 posted by Killes on 2016/01/07 10:48:29
Decent beastie design going on there, proper ugly mugs.
But those fucking white/aluminium washed corridors and other base/tech parts give me horrible D3 flashbacks with the eternal fat cable lying around going to a fucking generator or what not, ARGH! "ooooh look we can do smooth cables since D3, lets have them everywhere again!" piss off piss off piss off piss off! :P
 That Looks Pretty Much Like D3 To Me
#903 posted by nitin on 2016/01/07 11:06:17
#904 posted by JneeraZ on 2016/01/07 11:16:01
Artistically speaking, cables running through a hard surface environment like that add an organic element that works really well. Unfortunately, it CAN be overdone if you go back to that well too many times. :)
#905 posted by JneeraZ on 2016/01/07 11:17:44
Some of those shots are really nice .. the concept art looks hot. I love the clean look of the sci-fi against the hellscape stuff ...
#906 posted by Kinn on 2016/01/07 11:30:15
My only problem with the art is still the white heads for the hellknights / imps because it just makes me think of goofy 1970s motorcycle cops or something.
Shots 1, 3, 5: Pretty promising looking, even if there is far too much specularity going on (as was the case in D3 as well).
Others: I'm with nitin on this one, is this Doom 4, or Doom 3 HD? Those bald heads were awful in 2004 and they remain awful in 2016. The models, the textures, the meshes etc. all look like D3 assets tarted up, down to the shapes of the walls.
 At The Very Least
I now have a decent-ish reference picture for an idea I wanted to do in a Q1SP.
 WHY
do almost all monsters appear to have the same color? And it's the same color as the environment, too. In the original Doom, there was so much color variety in the monsters and in the environments, but here, it's all looking quite bland (the monsters more so than the environments).
This is a problem I have had with some recent games anyway: I often couldn't tell the monsters apart and therefore didn't know how to deal with them (what weapon to choose, how much damage to do, etc.). This applies to the low end monsters more than to the bigger ones. Combine this with the duck and cover gameplay due to hitscan enemies where you often only get a glimpse of your opponent, and you have much less control over the encounter.
Even though I don't like the new Cacodemon too much, at least it's colorful and easily distinguished from the other monsters.
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