Tarin02543
Member
The prefab look has me worried. Everything will be re-used
From the PC Games article. They played the PC version and said that you can see texture loading issues like in RAGE when you turn too fast.
Hell Knight is exactly like Doom 3, and I like it! one of the best Doom 3 models.
Baron's model is a little better in this shot, but still isn't scary.
:0
That is worrisome.
From the PC Games article. They played the PC version and said that you can see texture loading issues like in RAGE when you turn too fast.
Strange. I never had those issues when I played the Alpha on PC; only pop-in I noticed was when A) the level first loaded or B) sometimes when you respawned. And this was even from being loaded onto a USB 3.0 HDD.
Yeah that is Baron of Hell! I like some aspects of this model, but overall doesn't look dangerous and scary! IIs the Baron the giant red one? (more like the classic Baron than the Knight is). If so, I agree it needs work.
It could be the difference of a higher graphical load in single player.
Hell Knight is exactly like Doom 3, and I like it! one of the best Doom 3 models.
Baron's model is a little better in this shot, but still isn't scary.
Is there any word on the beta for this yet?
GamesRadar said:Do not confuse Doom for some semi-ironic throwback to the big dumb shooters we all (think we) remember from the ‘90s. Do not assume that Doom’s fast, ferocious focus on brutality, bullets, and bone-snappping takedowns indicates some cheap rallying cry to the anti-CoD, ‘old school’-worshipping curmudgeons. Doom is not a gimmick. Doom is not a mindless tribute to a bygone era. Doom is an intricate, polished, and aggressively tuned-up machine, with intelligent and purposeful design underpinning every whirling mechanism and furious combustion.
GamesRadar said:It’s a masterclass in tactical spatial awareness, exacerbated by Doom’s layered, winding, rabbit-warren design of secret routes, shortcuts, and hidden high-ground.
GamesRadar said:Take Doom’s wildly varied, multi-class bestiary of monsters. Far from the feral meat you might expect, they’re actually more akin to chess pieces. Every one has specific purpose and intent in its abilities. Every one presents a particular kind of problem. And once you start multiplying those problems by each other in group encounters – the whole gory show amplified by Doom’s level design, which plays on line-of-sight but features no safe cover opportunities - you have gunplay that, while never for a split-second losing its immediacy and brutal gratification, ascends to be legitimately described by its devs as a “combat puzzle”.
DOOM is looking better and better for every picture and preview that comes out. I only hope it comes out before summer, but I have a feeling it's going to get delayed to the end of the year :/
Do not confuse Doom for some semi-ironic throwback to the big dumb shooters we all (think we) remember from the 90s. Do not assume that Dooms fast, ferocious focus on brutality, bullets, and bone-snappping takedowns indicates some cheap rallying cry to the anti-CoD, old school-worshipping curmudgeons. Doom is not a gimmick. Doom is not a mindless tribute to a bygone era. Doom is an intricate, polished, and aggressively tuned-up machine, with intelligent and purposeful design underpinning every whirling mechanism and furious combustion.
I'm not going to succumb to the hype. I will wait for reviews and GAF impressions especially from PC gamers. I want to know more about the limitations of SnapMap.
There's going to be some backlash from the PC crowd, no doubt. This game is being built around consoles as the priority.
The two most common complaints we'll see are:
- Movement speed isn't fast enough to be considered a legitimately hardcore Arena shooter
- We want true modding
As a console player, I don't care about either of those "issues". In fact, SnapMap is much more than console players usually receive, so I'm really happy with that decision. Also, SnapMap allows for movement speed to be increased, so that second complaint might be quelled a bit.
The other complaint will be that the level design isn't anywhere close to as crazy as the originalsThere's going to be some backlash from the PC crowd, no doubt. This game is being built around consoles as the priority.
The two most common complaints we'll see are:
- Movement speed isn't fast enough to be considered a legitimately hardcore Arena shooter
- We want true modding
As a console player, I don't care about either of those "issues". In fact, SnapMap is much more than console players usually receive, so I'm really happy with that decision. Also, SnapMap allows for movement speed to be increased, so that second complaint might be quelled a bit.
As far as the movement speed goes, 80% of it has to do with the low FOV (approximately 75). I managed to view some footage (from a source who remains anonymous) of someone who was able to widen their FOV and it fixed *most* of the movement speed issues.
The other 20% has to do with the strafe speed being a *tiny* bit too slow.
GamesRadar posted an incredibly glowing preview.
As far as the movement speed goes, 80% of it has to do with the low FOV (approximately 75). I managed to view some footage (from a source who remains anonymous) of someone who was able to widen their FOV and it fixed *most* of the movement speed issues.
The other 20% has to do with the strafe speed being a *tiny* bit too slow.
Is this even a preview? I assume it is considering it came out the same time as the pcgames.de piece which was a legitimate hands-on but there's no context and it reads more like a GAF poster's GOTY entry. Not to say the praise is false but it makes me suspect the GR writer is moonlighting as a Bethesda marketing intern.
The other complaint will be that the level design isn't anywhere close to as crazy as the originals
Fully expecting it to be interconnected enemy arenas with occasional nods to the old games with labyrinth-esque sections (rather than every level being one)
It won't be hallway->cutscene->hallway but it may as well be to that crowd :/ (which I totally get, if that's what you loved about those old games. But it not being there doesn't mean there isn't an awesome game still)
At level design id Software's old ways. Hoses like in Call of Duty are frowned upon, the levels in the Reboot extend over several levels, contain hidden Secrets and old-fashioned key cards. After over a decade of supposed casual shooter it's there (in spite of two and three dimensional Automap) not so easy to keep track!
GI just put up a half hour long Skype call with Marty Stratton apparently answering questions from randos. I can't listen to it right now, curious to see if the PR talk wall breaks down a bit when faced with questions that presumably come with angry people on the internet.
https://www.youtube.com/watch?v=NrIMb-ro-UI
I think these are new:
Second question at 3:00 addresses the level design. To paraphrase after defining the original Doom level design a bit "If people don't really wanna get lost, there's a way out and they can continue on to get to that next combat which is what the focus of the game is, is getting to that next horde of demons you can take out..." when asked if the level design will be inspired by Doom I and Doom II.
Hell level designer sits with the original Doom open next to him, will play the original for some time for inspiration and then design for this game as an answer to the same question.
EDIT: There are quite a few questions related to level design and all of them more or less describe the game as having mainly 'arenas' and combat based. Draw your own conclusions.
There's a lot of exploration, but it's mostly optional. The incentive is to find items that will help you on your journey, rather than solve the level itself.
I think it's pretty simple how they approached level design. There's a lot of exploration, but it's mostly optional. The incentive is to find items that will help you on your journey, rather than solve the level itself.
So I think they wanted to include the exploration and puzzle solving without the frustration that some people think of when it comes to Doom. We'll see how it works out.
That basically summarizes what I dislike about modern FPS design. I get that younger fans somehow find the contrary to be frustrating or boring, but to me that was an integral part of Doom, solving the levels.
Wolfenstein: TNO had the same approach and I found its level design utterly boring. I'm assuming I'm in the vast minority with that opinion so I'm sure people will dig it just fine.
Can't help but think this game will have almost nothing to do with classic Doom. I've been replaying the old games lately and they're fun for these reasons:
- Great level design with nice hidden zones
- Fast gameplay
- No bullshit like checkpoints
- No health regen
- Great monster design
What I've seen so far with Doom 2016:
- Forced QTE-style executions (WTF)
- Sterile, empty, boring level design
- Forgettable monster design
- Piss filter art style (changed recently though)
I'm just not sure id Software still knows how to create classics. The new Doom just looks like another attempt at opening a series "for the greater market." Looks very generic and bland. You could say the same about Doom the original, but I still think they went overboard with some of the design choices.
QTE executions are not forced, can't comment on the levels, The newer shots of the monsters look great imo and like you said the piss filter is gone.Can't help but think this game will have almost nothing to do with classic Doom. I've been replaying the old games lately and they're fun for these reasons:
- Great level design with nice hidden zones
- Fast gameplay
- No bullshit like checkpoints
- No health regen
- Great monster design
What I've seen so far with Doom 2016:
- Forced QTE-style executions (WTF)
- Sterile, empty, boring level design
- Forgettable monster design
- Piss filter art style (changed recently though)
I'm just not sure id Software still knows how to create classics. The new Doom just looks like another attempt at opening a series "for the greater market." Looks very generic and bland. You could say the same about Doom the original, but I still think they went overboard with some of the design choices.
Can't help but think this game will have almost nothing to do with classic Doom. I've been replaying the old games lately and they're fun for these reasons:
- Great level design with nice hidden zones
- Fast gameplay
- No bullshit like checkpoints
- No health regen
- Great monster design
What I've seen so far with Doom 2016:
- Forced QTE-style executions (WTF)
- Sterile, empty, boring level design
- Forgettable monster design
- Piss filter art style (changed recently though)
I'm just not sure id Software still knows how to create classics. The new Doom just looks like another attempt at opening a series "for the greater market." Looks very generic and bland. You could say the same about Doom the original, but I still think they went overboard with some of the design choices.
Weird how even with a new renderer (supposedly) the guns still look very plasticy. At least in these screenshots. Something I hoped they learned from with DOOM 3.I think these are new:
[IG]http://abload.de/img/doom_2016_vorschau_ham1ssb.jpg[/IMG]
[IG]http://abload.de/img/doom_2016_vorschau_ha0dsex.jpg[/IMG]
[IG]http://abload.de/img/doom_2016_vorschau_ha8ks5s.jpg[/IMG]
[IG]http://abload.de/img/doom_2016_vorschau_hamks5x.jpg[/IMG]
From the PC Games article. They played the PC version and said that you can see texture loading issues like in RAGE when you turn too fast.
Weird how even with a new renderer (supposedly) the guns still look very plasticy. At least in these screenshots. Something I hoped they learned from with DOOM 3.
But you're also gluing on the nostalgia glasses tight! Checkpoints?! You've been able to save in the original (PC) versions of Doom at literally any time.
wtf I can't use the chainsaw and bfg when I want to, fuck off
From the PC Games article. They played the PC version and said that you can see texture loading issues like in RAGE when you turn too fast.
Can't help but think this game will have almost nothing to do with classic Doom. I've been replaying the old games lately and they're fun for these reasons:
- Great level design with nice hidden zones
- Fast gameplay
- No bullshit like checkpoints
- No health regen
- Great monster design
What I've seen so far with Doom 2016:
- Forced QTE-style executions (WTF)
- Sterile, empty, boring level design
- Forgettable monster design
- Piss filter art style (changed recently though)
I'm just not sure id Software still knows how to create classics. The new Doom just looks like another attempt at opening a series "for the greater market." Looks very generic and bland. You could say the same about Doom the original, but I still think they went overboard with some of the design choices.
Ugh no...that issue made rage and wolfenstein unplayable for me.
I don't understand ID nowadays....