DOOM Gameplay Demo (E3 2015)

I'm more excited for snapmap than anything else shown for the game. Having a level editor accessible to console folk is exciting - wonder how long until we have a remake of the first act of DOOM ready to download.

Editors like forge are great but those maps aren't commonly seen online so having single player custom maps is very appealing.
 
Thank god they improved the color, keep doing that while improving the movement and not requiring me to use the execute button and im happy.
 
I'm more excited for snapmap than anything else shown for the game. Having a level editor accessible to console folk is exciting - wonder how long until we have a remake of the first act of DOOM ready to download.

Editors like forge are great but those maps aren't commonly seen online so having single player custom maps is very appealing.

TimeSplitters: Future Perfect had an almost identical map editor to SnapMap (to the point where I'm actually using it to prepare for SnapMap). Try it out some time if you still have a PS2 or Xbox Hueg lying around (I'd say Wii or GameCube, but the GCN port is rather hard to find and really damn expensive).
 
Okay, apparently NO ONE was supposed to see that multiplayer footage until tomorrow since ZeniMax filed a DMCA claim on that gameplay video. OH WELL, at least there are still the .gifs of it.
 
TimeSplitters: Future Perfect had an almost identical map editor to SnapMap (to the point where I'm actually using it to prepare for SnapMap). Try it out some time if you still have a PS2 or Xbox Hueg lying around (I'd say Wii or GameCube, but the GCN port is rather hard to find and really damn expensive).

Oh, I'm not a big map editor myself. I'm much more interested in trying out all the stuff everyone else puts together. Hopefully Bethesda has a good way to promote the best user content.
 
Yes, there IS a Stream tomorrow. Hopefully I'll be home to see it. And if not, well then at least Bethesda uploads their videos at 60FPS.

I could be wrong but there website isn't working for me -- maybe they are updating it and plan to up some new stuff simultaneously like they did for the E3 show?
 
QuakeCon-2015-first-day-Doom-multiplayer-photo.jpg


Confirmed: DOOM has 4-player splitscreen on console
 
Lots of color improvements, which is great.

Still not nuts about the gameplay, particularly executions and pace, but non linear sounds great, and the color changes help a lot to make it look better. Monster designs could still use some work, and color variety on them a bit.
 
Lots of color improvements, which is great.

Still not nuts about the gameplay, particularly executions and pace, but non linear sounds great, and the color changes help a lot to make it look better. Monster designs could still use some work, and color variety on them a bit.

The pace looks about on par with Doom, but not up there with Quake and UT. Some of the contextual melee moves are pleasingly fast, but others do have a lot of canned animation. The chainsaw in particular I found disapointing.

Corridor play looks good, but open level play seems to break down a bit.
 
Well that was a waste of fuckin time, don't worry folks you missed absolutely nothing in regards to the Doom 4 Quakecon panel.
 
That panel was EXTREMELY disappointing. I was expecting more new gameplay or something. Not the same clips and footage we've all seen. Not to mention everything that was talked about was stuff that we already knew. :(
 
So apparently all of the PCs running DOOM at Quakecon were Cybertron Titanium systems (https://www.facebook.com/CybertronPC/photos/ms.c.eJxl0LsNwEAMAtCNosPGv~;0XuyhFCuzyCYRkHISzZryIyrEHv9DcVKiCXq3RDKkZtmYCS0IkR9eza4nJVh1dr~;dEIpbslqu0~;qfx~;fACaKZFmw~-~-.bps.a.10153479934147692.1073741832.82689317691/10153479934242692/?type=1&theater) Which apparently has the following specs:

Core i7 5820k Hex-core running at 3.3GHz
16GB DDR4-2400
and a 12GB GTX TitanX.

Eeyeah, something tells me that this game is nowhere CLOSE to being optimized yet. Plus, I'm not sure if the game was running at 4K or just 1920x1080.
 
So apparently all of the PCs running DOOM at Quakecon were Cybertron Titanium systems (https://www.facebook.com/CybertronPC/photos/ms.c.eJxl0LsNwEAMAtCNosPGv~;0XuyhFCuzyCYRkHISzZryIyrEHv9DcVKiCXq3RDKkZtmYCS0IkR9eza4nJVh1dr~;dEIpbslqu0~;qfx~;fACaKZFmw~-~-.bps.a.10153479934147692.1073741832.82689317691/10153479934242692/?type=1&theater) Which apparently has the following specs:

Core i7 5820k Hex-core running at 3.3GHz
16GB DDR4-2400
and a 12GB GTX TitanX.

Eeyeah, something tells me that this game is nowhere CLOSE to being optimized yet. Plus, I'm not sure if the game was running at 4K or just 1920x1080.

Yeah I was a little funked out when I saw Titan X's were in the PCs we were playing on. Really makes me wonder what it will look like on console. The game didn't really look stunning, it was good, but not above some games already on PS4/X1.
 
Yeah I was a little funked out when I saw Titan X's were in the PCs we were playing on. Really makes me wonder what it will look like on console. The game didn't really look stunning, it was good, but not above some games already on PS4/X1.


Doesn't have to look stunning.


If I was a dev I would be running my game on Titan X's ore launch regardless of how good my game looked. Really means nothing in regards to what it take to run. Just mean they wanted alpha gameplay demos to run as smoothly as possible and widen the margin for error.
 
Doesn't have to look stunning.


If I was a dev I would be running my game on Titan X's ore launch regardless of how good my game looked. Really means nothing in regards to what it take to run. Just mean they wanted alpha gameplay demos to run as smoothly as possible and widen the margin for error.

Which is exactly why I said "Nowhere NEAR optimized yet." Although, I suppose you could do WONDERS for optimization in the coming nine months. Hell, just look at how much better Sledgehammer got Advanced Warfare to run from E3 2014 compared to release only 5 months later.
 
4 player split screen would be a game changer.

If Halo, a series renowned for split-screen that garnered a good proportion of its existing fan-base removes split-screen, I don't think Doom is going to bother. Less of a big deal there too as (as far as I can recall) Doom has very rarely been split-screen or even same console with its multiplayer. I was going to say "never", then remembered the Doom XBLA ports.

Even the PS1 version required you to buy a PS1 Link cable to connect two systems up. It's disappointing, as local multiplayer is always a good 'un, but I'm far more personally invested in the campaign. I know Doom multiplayer was a big part of the original for many, but I was far too young to understand how it worked.
 
If Halo, a series renowned for split-screen that garnered a good proportion of its existing fan-base removes split-screen, I don't think Doom is going to bother. Less of a big deal there too as (as far as I can recall) Doom has very rarely been split-screen or even same console with its multiplayer. I was going to say "never", then remembered the Doom XBLA ports.

Even the PS1 version required you to buy a PS1 Link cable to connect two systems up. It's disappointing, as local multiplayer is always a good 'un, but I'm far more personally invested in the campaign. I know Doom multiplayer was a big part of the original for many, but I was far too young to understand how it worked.

I've often heard the argument that games nowdays don't often include couch splitscreen in an attempt to sell more copies. While I believe that may be part of the reason, I also feel that it's because they want to avoid another GoldenEye situation where the game was chugging along at 10FPS in 4-player splitscreen.
 
I have been impressed by everything I have seen from Doom 4 so far, I played the originals the first time round and was a big fan of them, now this feels like a doom game,.
One thing I really thought was great that no one really mentioned was the audio.
Looking forwards to seeing more
 
So apparently all of the PCs running DOOM at Quakecon were Cybertron Titanium systems (https://www.facebook.com/CybertronPC/photos/ms.c.eJxl0LsNwEAMAtCNosPGv~;0XuyhFCuzyCYRkHISzZryIyrEHv9DcVKiCXq3RDKkZtmYCS0IkR9eza4nJVh1dr~;dEIpbslqu0~;qfx~;fACaKZFmw~-~-.bps.a.10153479934147692.1073741832.82689317691/10153479934242692/?type=1&theater) Which apparently has the following specs:

Core i7 5820k Hex-core running at 3.3GHz
16GB DDR4-2400
and a 12GB GTX TitanX.

Eeyeah, something tells me that this game is nowhere CLOSE to being optimized yet. Plus, I'm not sure if the game was running at 4K or just 1920x1080.

WOW. That's is quite some spec for a PC.
Given that this is going to run on next gen consoles. I should imagine that it will run just fine on more modest PC hardware. My fingers are crossed.
 
I have been impressed by everything I have seen from Doom 4 so far, I played the originals the first time round and was a big fan of them, now this feels like a doom game,.
One thing I really thought was great that no one really mentioned was the audio.
Looking forwards to seeing more
I doubt that anyone will say that the sound design is anything less than stellar. Then again, it IS a Mick Gordon soundwork.
 
WOW. That's is quite some spec for a PC.
Given that this is going to run on next gen consoles. I should imagine that it will run just fine on more modest PC hardware. My fingers are crossed.
The Quakecon build was pre-alpha. So was the E3 footage which appeared to be running on an Xbox One if the frame rate dips were anything to go by (it appeared to hover around 40-45FPS with shoots up to 60 and down to about 24 if my eyes are anything to go by.) However, as I said above, a few months of optimizations can do wonders for frame rate. CoD: AW went from 45FPS @1568x882 to a near locked 60FPS @ 1360x1080.
 
So according to Marty Stratton, the footage shown off at E3 was using a completely different renderer to what was shown off at Quakecon 2014. Can anyone confirm this?
 
So according to Marty Stratton, the footage shown off at E3 was using a completely different renderer to what was shown off at Quakecon 2014. Can anyone confirm this?

Didn't Tiago Sousa announce around the same time he left Crytek for id? Wouldn't surprise me one bit if he did a lot of tinkering with the id Tech 666 engine within the last year!
 
I'm sure people already know this but Doom's multiplayer has been outsourced to Certain Affinity.
screenshot2015-07-26a0mrs5.png


On Other Upcoming Certain Affinity Projects

Hoberman: We have a game that we've been developing the multiplayer component, in its entirety, for about two years. Our involvement hasn't been announced. We're thinking there's a chance there'll be an announcement later this year...but that's the type of project that complements this other game so well. We outright own all of the multiplayer, from the ground up, from the beginning, of a big, triple-A FPS game. But we have to work with our publishing partners on the announcements for these types of things.

id also opened a tech office in Frankfurt which isn't a surprise since id shrank to around 50 people in 2014, with all the id tech guys leaving to Oculus to protest id's current management. Escalation Studios is handling Snapmap. The bulk of the art is supposedly being handled by contractors, too.
 
I'm sure people already know this but Doom's multiplayer has been outsourced to Certain Affinity.
screenshot2015-07-26a0mrs5.png




id also opened a tech office in Frankfurt which isn't a surprise since id shrank to around 50 people in 2014, with all the id tech guys leaving to Oculus to protest id's current management. Escalation Studios is handling Snapmap. The bulk of the art is supposedly being handled by contractors, too.

Soooo, does this give good signs to DOOM's multiplayer or bad signs because I don't know any of CA'a Halo or CoD maps off of the top of my head. I'm sure that the main guys at id told them "All right, this is how the game itself will play, so make maps around these mechanics", but I'm not sure how good these guys are at making maps work off of mechanics.
 
Didn't Tiago Sousa announce around the same time he left Crytek for id? Wouldn't surprise me one bit if he did a lot of tinkering with the id Tech 666 engine within the last year!

I remember him saying on twitter it was essentially a re-write. Everything shown at E3 this year was developed within the year.
 
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