Redlands
Arcane
- Joined
- Mar 23, 2008
- Messages
- 983
Lord Rocket said:Yes an enemy that is good at everything is boring. Good SP play in Doom means exploiting monster weaknesses (ie. using the level to your advantage), and one that doesn't really have any makes fighting them boring. Also, what the fuck's the point if it makes basically every other monster look like shit. It's tougher and has more melee damage output than pinkys and their ranged attack accuracy and damage makes basically every other monster - exception: arch vile, for the simple reason that it doesn't use projectile attacks - look like a sucker too.
The super shotgun is also a boring weapon for the same reason, it's only weakness is against big hordes - a weakness it shares with the normal shotgun, which is rendered obsolete by the super (IT IS NOT A PISTOL FFS). Don't say 'long range' as the chaingun still exists and that is the pro's sniping weapon. Or the rocket launcher/plasma gun if you've got a clear path. NB the reason why the super is boring against pain elementals is the same reason it is boring against all enemies - that it 'works wonders' against them. Fucking rocket launcher equivalent damage output, irrelevant weaknesses, runs roughshod over existing weapons balance = decline.
Pablosdog said:True bros play (the) catacomb
If you're talking about engines then you are wrong. For Id Tech 5 he created Megatexture. Now he works on Id Tech 6 that is entirely based on voxels.Catbert said:This means that the times when each successive game presented some kind of advancement is gone and isn't coming back.
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Nowadays they're not even trying.
BelisariuS.F said:If you're talking about engines then you are wrong. For Id Tech 5 he created Megatexture. Now he works on Id Tech 6 that is entirely based on voxels.Catbert said:This means that the times when each successive game presented some kind of advancement is gone and isn't coming back.
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Nowadays they're not even trying.
This always makes me twitch when I see it. Carmack didn't assemble the team. Romero is the one who got the team together, who realized the potential of Carmack's engine, who got contacted by Scott Miller (them big boss at Apogee) and who took Carmack, Carmack and Hall with him to start id. Carmack was just the code monkey. The guy never had any social skill, as evidenced by him duking it out with every single one of the original id people. He also sucks ass at making games, as evidenced by everything id released after Quake 2; he's, again, just the coder. An incredibly talented coder, probably the most talented in the industry, but Doom 3 is shining proof that's not enough to make a good game.Catbert said:He was able to assemble the right team and work with them to make awesome games.
Yes like voxel graphics looking like 3D from '99 unless you have 1000-core CPU being able to draw voxels just as fast and on the same level as polygonal graphics from 2005.Catbert said:A voxel engine might be feasible with today's hardware, MetalCraze, though with a lot of limitations.
But limitations are GOOD. Limitations are what made Doom and Quake awesome, because the developers couldn't deliver an over the top, realistic experience and had to focus on fun and interesting gameplay and level design.
Carmack is making a voxel engine. If you don't agree with it, the you can mail him and tell him that. I'm sure he will be grateful that you want to share your knowledge about what he is working on and what he isn't working on.MetalCraze said:Nobody is making any voxel engine.
It isn't being made for the current hardware. Actually, people doesn't even have enough memory on their computers to store the game level, which, being described by voxel octree, needs some insane amounts of GB. That's why Carmack also works on new techniques of compressing level data.MetalCraze said:Unless Carmack also invented magical superpowerful videocards that can draw voxels and is using them.
Well, compare that to Romero's creations after Quake. He made mediocre Daikatana, and...Sceptic said:He also sucks ass at making games, as evidenced by everything id released after Quake 2; he's, again, just the coder.
If Carmack says something that means it's true!BelisariuS.F said:Carmack is making a voxel engine. If you don't agree with it, the you can mail him and tell him that. I'm sure he will be grateful that you want to share your knowledge about what he is working on and what he isn't working on.
Carmack is awesome just like that, bending reality and physics with a mere thought. Probably learned something from Steve Perlman.It isn't being made for the current hardware. Actually, people doesn't even have enough memory on their computers to store the game level, which, being described by voxel octree, needs some insane amounts of GB. That's why Carmack also works on new techniques of compressing level data.
John Romero said:If Carmack says something that means it's true!
It's like MegaTexture - such a technological breakthrough, except QWET looked like shit.
Carmack is awesome just like that, bending reality and physics with a mere thought. Probably learned something from Steve Perlman.
So they are not there yet and it's only "possible" (meaning they are not being developed) they are in development but Carmack already develops a voxel engine?You apparently have no idea how current-generation GPUs work and what they're capable of, and it's most certainly possible that GPUs capable of rendering voxel-based scenes are being developed as we speak.
You call maps in ETQW huge? Are you joking?The purpose of MegaTexture was to enable huge outdoor maps, which it did.
The fact that the developers failed to harness this new technology to create a fun game with a unique look and feel is another matter.
And a shitty CPU.And no, consoles are not "full of limitations". The only real limitation on current generation consoles is memory, and that hardly matters when you're developing for the lowest common denominator in hardware.
As I understand it, Enemy Territory used a fairly early version of the technology, and didn't fully show it off as it is in Rage.
(for instance, textures start out as high-res as possible and then are dynamically mipmapped down by the engine rather than the developer)
True. I wasn't trying to claim Romero was perfect either, just that, from a historical POV, he's the one who set it all up. That he completely failed to repeat this with Iron Storm is another matter, though it certainly doesn't work to his advantage as it makes the id success look like a one-time thing rather than something he's good at no matter the circumstances. In all honesty I have to say the id guy I like most was Tom Hall anyway. He never quite let things go to his head, and while he left before id released their best games, a LOT of his level design went into the best Doom levels. And when both Romero and Carmack were declining hard he went and made Anachronox. That says it all really.Catbert said:The simple fact is that Romero couldn't make things work well without the rest of the id team either.