News | Forum | People | FAQ | Links | Search | Register | Log in
Doom4
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.
First | Previous | Next | Last
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. 
But Sleepwalkr 
Don't you get it? It's realistic! Everybody knows the standarts for AAA graphics is realism coupled with washed out colors because actual colors wouldn't make the game look "serious" and "hellish" enough ;^) 
Looks Like Moar D3. 
But still good to me. 
Giger Heads 
They've even got the pee-hole in the forehead... the special attack is they piss on you?

Who was it who deemed 'cock for a head' as the updated version of this: http://www.writeups.org/img/inset/Doom_baron_h1.jpg

They seem to have revised and improved a lot of the other enemy design though, making them more distinctive and cool - the cacodemon, lost soul and revenant all look great.

The low level enemies are complete mix and match generic fodder, true. A few glowing patches (lights, plasma vents or whatever) of different colours for each would help them stand out and fit with their art direction. 
It's Bullshit Is What It Is 
but let's not have that discussion again. First and foremost, the game must make money, not please old schoolers. 
 
The doom Baron makes me think what about some goddamn dirty fur somewhere, I mean with the hooves/goat like demonic beast thing going on some fur would be cool instead of glistening skin all over the place no ?

Also not all beasts should hyperexitedly charge forward.
It would be cool if some of these hell creatures had an air of superiority/ancienty/veterancy and would assume the Marine is just a minor nuisance to dispatch of with some condescending coolness. 
Classic Doom Baron 
Fur or trousers?

Only Adrian Carmack knows for sure. 
 
Really snazzy pair of chinos 
Fur Trousers 
 
 
It would be cool if some of these hell creatures had an air of superiority/ancienty/veterancy and would assume the Marine is just a minor nuisance to dispatch of with some condescending coolness.

The original Barons were this in spades. 
 
I was going to say that, actually ... The Barons didn't chase you down. They just waited for you to come back... 
 
 
Wasn't The Release Date Already Told To Be 6/6/16? 
 
Some Of These Are Pretty Cool 
the cacodemons, lost soul and hell chamber are very doom to me.

I wonder if the progression of this will be essentially doom (mars>phobos>deimos>hell).

I fairly sizable portion being hellish might be pretty cool I think. really missed out on that with D3. 
 
otp, jneeraz exactly, and it really works on you to instill a different sense of respect for the Baron, at least it did for me aeons ago as a new Doom player.

Yah, more hell, less base. We've done base ad-nauseam in D3, I think you can agree also that mostly it does not allow the wild creativity good Hell environments do. I mean the artistic design in D4 hell is looking pretty OK, the base stuff though is looking plain and frankly completely shit and sooooooo boring.
Bases built by demonic military forces IN hell, that gets a pass if the demons "culture" shows through plenty in the base design.

Would be ok with me if Base was the first level of D4 where we immediately find the way into hell and stay there from then on :D 
Like In Quake Then? 
 
 
Daya I would actually see a different take on a "base". What would wacky demons build if they were to get militarily organised and decide on building actual bases to defend against a human invasion ?

Q2 strogg are more serious biomechanic so I don't think that take would fit on it.
There are no archviles or Eddy look a like skeletons in Q2.
Doom has a fair amount of humor in its beast designs- eg the mancubus obese beast skin splitting over its own ribcage on death.
That might not seem like humor to everyone but as a horror fan that definately ranks as humoristic and the guy that designed that came up with it at ID surely thought so too.

And Q1 has a quite different arcane vibe to the demonic than Doom. Quake being more lovecraftian.

Doom, lets face it is Thrash metal album cover satanic for the arcane vibe, and so was the midi music retakes/covers of thrash metal classics. 
 
You've seen the demon's "base" - it's called Hell. 
 
Kinn, no, that is just their pastural home :D

In the case of responding to a hostile force invading their "world" and to prepare a large scale offensive force their need to organise "bases" to get this going.

Just an idea to design hell in a more utilitarian/military way in parts of it. 
"Hell Base" 
Well, I think the ugliest parts of Doom 3 and 4's (from what I've seen) art design are when they have monsters with an awkward mixture of techy bits and demony bits, so I'd rather not see the environment equivalent of that. 
Hell Base Requirements 
� Full of traps
� Strategically placed portals
� "Anti-purity" blasphemous rituals to keep goodness away
� Deceptive challenges to corrupt the player's soul

Some of those probably wouldn't be fun game mechanics.

Demons usually uses their own bodies as tools or weapons, so their bases are naturally very simple. The complexity is in themselves, not in the environment.

Quake 4 actually has a few fitting examples, like the stroyent-generating monster. 
 
Yeah, hence suggesting a different take on base. They are not human, do not need high tech, they have magic, I would imagine a more of organic and arcane take on it.
I guess I mean to give a functional layout and sense of purpose to the hell parts to change them up in the prospect of having a game entirely set in the hellish lands without it being random rocks and firey pits all along.

Anyways, fuck it to happening at all if they only offer crippled snapmap. 
 
In all previous Doom games Hell was already a fortress of bricks and spikes and traps and ambushes. It's already the base, guys. 
 
Monster base is like a hive. 
First | Previous | Next | Last
This thread has been closed by a moderator.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.