DOOM Gameplay Demo (E3 2015)

If someone eventually makes quake arena with snapmap (assuming it allows The freedom they are saying it does) that would be awesome!
 
So I noticed a lot of people were complaining that the game looked "slower than Quake 3" and I wondered "are they just remembering Q3 incorrectly?" So I took Quake 3 (Quake Live, technically, but they're really the same game mostly), matched the FOV with Nu DOOM (about 75 horizontal) and compared it to the publicly released DOOM Multiplayer Alpha footage (I say again, THIS FOOTAGE IS NOT MINE! This is PUBLICLY RELEASED FOOTAGE. NO NDAs WERE BROKEN IN MAKING THIS.) Sure enough,they actually ARE about the same speed. (NOTE: Due to my slow-ass 1Mbps upload speed, this video won't be available for another hour by the time of this post. Please be patient)
 
Nice video, but a core system in Q3/QL is circle/strafe jumping (and rocket/grenade/plasma). No one actually plays Quake at 320ups :P

...and from what people at Qcon said, DOOM blocks this type of acceleration.

THAT SAID, I sure wish they'd release some higher FOV mouse and keyboard B-Roll.
 
Nice video, but a core system in Q3/QL is circle/strafe jumping (and rocket/grenade/plasma). No one actually plays Quake at 320ups :P

...and from what people at Qcon said, DOOM blocks this type of acceleration.

THAT SAID, I sure wish they'd release some higher FOV mouse and keyboard B-Roll.

Wasn't actually trying to be good. Was showing that, on the whole, the speed isn't much different. And while I can't comment on the apparent lack of circle/strafe jumping (NDA. It's there because systems are still being tweaked; we may actually see it return but that would require making the map sizes larger to accommodate. You can even see that in the video), I do believe that the current id team is trying more of a "One-Finger-Death-Punch" approach to DOOM where they said "alright, let's strip an FPS back down to it's most basic form, then add in some small tweaks to enhance the moment-to-moment experience while still making it playable for everyone" kinda the original approach to DOOM/2; it was designed so that anyone with even a relatively low-cost IBM 386 (a system containing one of those would be roughly on-par with a $600 pre-built Dell today) could play it and have fun.
 
You know, after reviewing the UAC footage, I've noticed that the level design is actually a lot less shit than people thought it was. That bridge Doomguy was about to cross right at the beginning would've lead him directly to the chainsaw, that door right in front of him would've led him right to the super-shotty, and that first arena section literally just wrapped him around right to where he started. A LOT less linear than previously though, but it's VERY hard to demo non-linear level design unless you actually let people try it out for themselves.


Also, SGtMarkIV of Brütal DOOM fame made the comment that the shotgun had too much spread, but after watching the SnapMap footage, I noticed this
doom001_by_smurfman256-d9hulwx.png
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They actually reduced the shotgun spread quite significantly from the build that was used for the campaign demo to the build that was used to demo SnapMap (closer to the Alpha build that people got to play).
 
Also, SGtMarkIV of Brütal DOOM fame made the comment that the shotgun had too much spread, but after watching the SnapMap footage, I noticed this


They actually reduced the shotgun spread quite significantly from the build that was used for the campaign demo to the build that was used to demo SnapMap (closer to the Alpha build that people got to play).

SnapMap allows you to adjust gameplay systems, so I wouldn't use SnapMap as a barometer. We already know movement speed can be adjusted.
 
From what i understood, SnapMap will allow you to alter almost everything gameplay related (which includes movement, weapon behaviour and such).
 
but why would you allow players to modify weapon behavior?

The creator of the SnapMap content would choose to have that in place or not. Sure, adjusting weapon behavior easily allows the creator to mess up the balance, but that's up to them. Maybe they want to create Deathmatch maps with fast movement speed and long-range, tight-spread shotties.
 
The creator of the SnapMap content would choose to have that in place or not. Sure, adjusting weapon behavior easily allows the creator to mess up the balance, but that's up to them. Maybe they want to create Deathmatch maps with fast movement speed and long-range, tight-spread shotties.

I did notice that the single shotgun had the same spread in both the multiplayer SnapMap footage AND the horde mode SnapMap footage. Now why would they have the same spread in both footage? And if you were fighting zaahmbees that close, wouldn't you want your spread to be really wide?
 
I did notice that the single shotgun had the same spread in both the multiplayer SnapMap footage AND the horde mode SnapMap footage. Now why would they have the same spread in both footage? And if you were fighting zaahmbees that close, wouldn't you want your spread to be really wide?

Well, iD made both of those videos, and you're not just fighting zombies in a horde mode. There's a chance you might be correct, but I'm just saying that SnapMap can't be used as official evidence of changes since it's highly likely that weapon attributes will be customizable in SnapMap.
 
They actually reduced the shotgun spread quite significantly from the build that was used for the campaign demo to the build that was used to demo SnapMap (closer to the Alpha build that people got to play).

If that ends up being true then that is good. The doom II style balance of SG good for medium range horizontal shots and SSG great for close range is something I hope to see out of the game's arsenal. I tbh have no idea how the AR / MG will fit in any of this. Much like how its inclusion in doom 3, while it does look interesting, kinda fucks up the way you use guns in the game.
 
If that ends up being true then that is good. The doom II style balance of SG good for medium range horizontal shots and SSG great for close range is something I hope to see out of the game's arsenal. I tbh have no idea how the AR / MG will fit in any of this. Much like how its inclusion in doom 3, while it does look interesting, kinda fucks up the way you use guns in the game.

if I were to guess, the Heavy Assault Rifle it's for long-range combat against weak enemies (zombiemen and the like) whereas the chaingun is for mid/mid-high health enemies at medium distance and stuff like the Gauss Cannon are for taking down 4 or 5 Barons of Hell in a row.
 
I was part of the Alpha test on the PS4 a month or two back, and I cannot help but notice it keeps updating itself on my PS4. Does that mean it is still available to me and does anyone know the dates they will be doing the testing?
I 110% loved it. I felt it took things back to the basics, which is a good thing imo.
 
I was part of the Alpha test on the PS4 a month or two back, and I cannot help but notice it keeps updating itself on my PS4. Does that mean it is still available to me and does anyone know the dates they will be doing the testing?
I 110% loved it. I felt it took things back to the basics, which is a good thing imo.

They removed the executeables and game files on the PC version after the servers shut down that day (to prevent people from extracting it's contents and leaking shit onto the web) and they haven't been available for re-download yet, so no. But they DID say that there will be multiple alpha tests (maybe one or two more) before the Beta, so we do at least get to play a little bit more runny, bouncy, shooty goodness.
 
So the DOOM Twitter just responded to me with this...


[TWEET]https://twitter.com/DOOM/status/669552183336112129?cn=cmVwbHk%3D&refsrc=email[/TWEET]
 
So the DOOM Twitter just responded to me with this...


[TWEET]https://twitter.com/DOOM/status/669552183336112129?cn=cmVwbHk%3D&refsrc=email[/TWEET]
Nice!! Thanks for reaching out, and I just saw the other thread which is why I came here as I thought the timing seemed to be more than a coincidence.
 
Another thing I've noticed between the E3 presentation and the recent Alpha release; they actually toned down the motion blur quite heavily.

split_screen_by_smurfman256-d9ik53e.gif


'Tis a shame that they did this, IMO. I know there are some people who don't like motion blur (it really is a subjective taste), but it would've been nice if they had a toggle option for it. Although, come to think of it, I can't think of the last console game I played where you COULD toggle motion blur on or off.
 
Another thing I've noticed between the E3 presentation and the recent Alpha release; they actually toned down the motion blur quite heavily.

split_screen_by_smurfman256-d9ik53e.gif


'Tis a shame that they did this, IMO. I know there are some people who don't like motion blur (it really is a subjective taste), but it would've been nice if they had a toggle option for it. Although, come to think of it, I can't think of the last console game I played where you COULD toggle motion blur on or off.

I'm pretty sure that these are from PC where you probably can toggle motion blur however you like. Doesn't mean that they've toned down anything globally.
 
Another thing I've noticed between the E3 presentation and the recent Alpha release; they actually toned down the motion blur quite heavily.

split_screen_by_smurfman256-d9ik53e.gif


'Tis a shame that they did this, IMO. I know there are some people who don't like motion blur (it really is a subjective taste), but it would've been nice if they had a toggle option for it. Although, come to think of it, I can't think of the last console game I played where you COULD toggle motion blur on or off.
The grapevine told me taht there is no MB on consoles.

I'm pretty sure that these are from PC where you probably can toggle motion blur however you like. Doesn't mean that they've toned down anything globally.
Also this is a distinct possiblity. A very likely one even.
 
After playing both Alphas,I have roughly determined the skill ceiling.

EDIT: It doesn't like me uploading this image for whatever reason so here's the TL; DR version:

Quake 3= TOO DAMN HIGH.

CoD= A child could win at it.

DOOM (4)= right in the middle somewhere.
 
id.Dav over at Doomworld just replicated the E3 Foundry level using RAGE:

Video

This really drives home how open and vertical that area is. Looks like a lot of fun to explore. I hope we see plenty of areas as open as that in the campaign.
 
So I went to prepurchase the game (I broke my "Don't prepurchase games" mantra because I felt that this counted as an exception since I've already played the game, I know that I like it, so I'm buying it, but I digress) and I noticed THIS on the checkout page...

Does Steam know something I don't or since it's labeled as "Springe 2016 on the store page, does it just slap "April" on there?
 
id.Dav over at Doomworld just replicated the E3 Foundry level using RAGE:

Video

This really drives home how open and vertical that area is. Looks like a lot of fun to explore. I hope we see plenty of areas as open as that in the campaign.

I had no idea RAGE was actually moddable.
 
I had no idea RAGE was actually moddable.

you have to download it from the Steam "Tools" page. Keep in mind that:

  1. It is NOT consumer-friendly; it's basically just the same toolkit the devs used to build the game, so you HAVE TO KNOW WHAT YOU'RE DOING.
  2. It's big. Like, AAA title from 2013-15 big. 35GB, to be exact.
  3. You need a pretty-damn powerful system to actually use it (since when you test the maps out, it needs to be in "slow map" mode in which, if I'm interpeting this correctly, the game doesn't actually bake any of the lighting, shadows, or textures on; it's all doen unoptimized in real time.
 
Another thing I've noticed between the E3 presentation and the recent Alpha release; they actually toned down the motion blur quite heavily.

Not only that, there is a huge discrepancy in terms of: post processing, motion blur, and color grading between the Bethesda demo and the E3 trailer. What's going on here??

eaAftq.gif

j5Kc7Z.gif

rRS1y9.gif

zfV86v.gif
 
Not only that, there is a huge discrepancy in terms of: post processing, motion blur, and color grading between the Bethesda demo and the E3 trailer. What's going on here??

eaAftq.gif

j5Kc7Z.gif

rRS1y9.gif

zfV86v.gif

Games go through quite a bit of change during development. The E3 gameplay was made using an older build of the game (the model of the plasma rifle in the trailer is the same as in the Alpha Gameplay). Changes in color grading are due to shifts in artistic vision (stupid-people version: They decided "Maaaaaaaybe we shouldn't make the game look like someone pissed over the camera lens.") The motion blur and DOF I've narrowed down to either two things; either they decided that those effects weren't for the benefit of the art-style and gameplay or (more likely) the consoles couldn't handle those effects and keep a steady 60FPS.

EDIT: I can say by this point (after reviewing some Alpha footage) that there is some gameplay motion-blur (not as heavy as in the E3 gameplay, but it's there), but it mostly seems to be relegated to Glory Kills to make them seem even faster than they already are (they only last about 90-100 frames).
 
GameInfromer Magazine showed off it's February 2016 cover and it happens to be DOOM. This cover shows off Hell, a Cyberdemon, some Cacodemons, a Mancubus and what appear to be redesigned Imps.

12401815_1256319437718070_8614023974403800837_o.jpg


EDIT: The GameInformer website page for this article includes a trailer with shows off new concept art. http://www.gameinformer.com/b/news/archive/2016/01/06/game-informer-february-cover-reveal-doom-2416160408.aspx?utm_content=buffer66ae2&utm_medium=social&utm_source=facebook.com&utm_campaign=buffer

EDIT II: Going to "gameinformer.com/doom" will show off concept art for the new Baron of Hell.
 
Not only that, there is a huge discrepancy in terms of: post processing, motion blur, and color grading between the Bethesda demo and the E3 trailer. What's going on here??

http://i.cubeupload.com/eaAftq.gif[IMG]
[IMG]http://i.cubeupload.com/j5Kc7Z.gif[IMG]
[IMG]http://i.cubeupload.com/rRS1y9.gif[IMG]
[IMG]http://i.cubeupload.com/zfV86v.gif[IMG][/QUOTE]

Maybe console footage? The alpha didn't have motion blur on PS4.
 
All the footage I have seen is so slow. I have been playing classic Doom lately and that's part of what makes the game difficult and engaging is the speed required to get through various challenging encounters.

=/
 
All the footage I have seen is so slow. I have been playing classic Doom lately and that's part of what makes the game difficult and engaging is the speed required to get through various challenging encounters.

=/

i think its pretty fast from what i played in the ALPHA

i hope the BETA has some SP content so i can see if it works well with it
 
i think its pretty fast from what i played in the ALPHA

i hope the BETA has some SP content so i can see if it works well with it

Did you find it difficult to hit people because of the speed? That's part of the charm from the older FPS games. People zipping around added to the insane skill ceiling and hilarity of combat.
 
All the footage I have seen is so slow. I have been playing classic Doom lately and that's part of what makes the game difficult and engaging is the speed required to get through various challenging encounters.

=/

I think part of the problem with the footage that's been shown is that all the footage is being played from a controller? If that's the case, then that might explain why the movements/gameplay look slow. If you play the old Dooms with a controller, it's not what I'd call fast, either.
 
Did you find it difficult to hit people because of the speed? That's part of the charm from the older FPS games. People zipping around added to the insane skill ceiling and hilarity of combat.

i think its very frantic, it is a bit easier in which you can recover from mistakes and what not, i found myself having alot of fun

id say the skill ceiling is lower compared to the original or way smaller than quake

EDIT: alot of the weapons in the ALPHA are precision weapons, and given the speed and mobility, it can be difficult to hot target evading your fire
 
That cyberdemon design :( they should have gone with bovine horns, rather than what appear to be moose horns.

Also, imps look like aliens now, not demons

/nitpick.
 
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