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The New DOOM Thread (2016)

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,752
Location
São Paulo - Brasil
How do I aim up and kill those things?

To us grognards that grew up with Doom, this sounds retarded. But to someone who's never played the original Doom, this is the most basic thing to say. In fact, I knew it would come up somewhere in the video.

The fact that a 3D landscape is presented in a FPS, yet the game auto-aims for you on the vertical axis, is counter-intuitive. Back then it was due to a mix of technological limitations and game design decisions, but the possibility to aim along the vertical axis already existed before Doom was released, and became a standard of the genre less than a year later.

This is something that needs to be pointed out to new Classic Doom-players - but it's pretty much the only thing that needs to be.

I really don't know why most source ports today still come with the default scheme, rather than having WASD, mouselook and always run. It's basically the first thing anyone knowledgable about DOOM changes and for newbies "fixing" these problems requires going through around 100 different configuration options across several categories and sub-categories.

I guess there's probably a few true grognards who still want mouselook off but I can't imagine anyone wanting arrow keys, inability to strafe well, and needing to hold down a key to move fast in a game where you always want to move fast.

That is how I play doom. I think it fits the game. And although I will use mouselook when playing build engine games, I prefer to use the arrow keys as well.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
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Uwotopia
Steve gets a Kidney but I don't even get a tag.

DosBuster

Arcane
Patron
The Real Fanboy
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Messages
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God's Dumpster
Codex USB, 2014
Right, Doom is still using virtual textures, they would be a massively improved system since id Tech 6 can now handle dynamic lighting.

Virtual texturing is a technology that we really need to just throw more resources at, fuck your hard drive space, the amount of detail you can pack into a virtual texture is lightyears ahead of what you can currently do with just your average texture.
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
In case all of you suffer from mental retardation, Bethesda did not increase nuDoomguy's speed, but thanks to the power of the PC they increased the FoV which only makes you look as if you were going faster. What also helps is the fast weapon switching without the console time slow weapon wheel and precise mouse aiming instead of jerky console controller movement.
As always, consoletrash looks better on PC, but Bethesda is too retarded to realize that.
 

exe

Augur
Joined
Sep 22, 2010
Messages
359
"Contains a single disc. Download of additional files from Steam (total amount 45 GB) is required to run the game."
What in the fuck
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
In case all of you suffer from mental retardation, Bethesda did not increase nuDoomguy's speed, but thanks to the power of the PC they increased the FoV which only makes you look as if you were going faster.
Yes, FOV makes you feel going faster but there will be modifiers and mods in SP and MP that lets you change the speed as you want. For example, in SP you'll be able to choose a rune to increase melee kill animation and increase running speed for a brief time after gruesome kill.
I'm not worried about the technical details which you can mod in the game. I would only like they hit the immersion and athmosphere of the DOOM. Watch this when they talk about runes upgrades.
 

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
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Penetrating the underrail
they increased the FoV which only makes you look as if you were going faster

I thought lowering FOV is what makes movement appear faster, due to fish-eye effect.
No, and I'm surprised that you don't know this. Bigger, wider FOV creates fisheye effect and yes, it does create illusion of higher movement speed (you can sometimes see that effect in movies and TV shows, things like spaceships speeding up).
 

Durandal

Arcane
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Messages
2,117
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New Eden
My team has the sexiest and deadliest waifus you can recruit.
In case all of you suffer from mental retardation, Bethesda did not increase nuDoomguy's speed, but thanks to the power of the PC they increased the FoV which only makes you look as if you were going faster.
Yes, FOV makes you feel going faster but there will be modifiers and mods in SP and MP that lets you change the speed as you want. For example, in SP you'll be able to choose a rune to increase melee kill animation and increase running speed for a brief time after gruesome kill.
I'm not worried about the technical details which you can mod in the game. I would only like they hit the immersion and athmosphere of the DOOM. Watch this when they talk about runes upgrades.

I don't like these kind of upgrades
Often upgrade trees do not make for good balance, and they are also counter-intuitive to custom maps as custom map packs are not always made with the same progression curve as the main campaign in mind.
Upgrade trees in first-person shooters are often just there to mask the developer's inability to provide a good progression curve using level design and weapon progression alone, under the false pretense of letting the player customize their playstyle and adding replay value, even though a lot of these upgrades tend to be useless, OP, situational, or you get almost all of them near the end of the game anyways. Why the fuck would Quake need +10% NAILGUN DAMAGE BOOST or +35% SHAMBLER ATTACK RESISTANCE or +25 SHOTGUN AMMO LIMIT or +TRIPLE JUMP ENABLED upgrades anyways? Why should a largely skill-based game need to be hampered by arbitrary restrictions for which you need 1000 rubles to unlock? Isn't it better to leave that shit as it is and have the player get accustomed to the mechanics and git gud, instead of making the player feel like he's progressing because his gun damage got higher?
I can understand games like DMC having dozens of combos and attacks which might be overwhelming for new players, so it would make sense to unlock said moves over time by obtaining currency, and then pick your preferred moves. But this isn't a CUHRAZEY game, this is a FPS where progression is usually determined by the guns you get over time and the amount/types of enemies.
 

DosBuster

Arcane
Patron
The Real Fanboy
Joined
Aug 28, 2013
Messages
1,861
Location
God's Dumpster
Codex USB, 2014
"Contains a single disc. Download of additional files from Steam (total amount 45 GB) is required to run the game."
What in the fuck

I mean, this doesn't affect me since I don't even have a disc drive but do you really want to change over a fuckton of discs instead of just leaving it to download?
 

Gragt

Arcane
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Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
I really don't know why most source ports today still come with the default scheme, rather than having WASD, mouselook and always run. It's basically the first thing anyone knowledgable about DOOM changes and for newbies "fixing" these problems requires going through around 100 different configuration options across several categories and sub-categories.

I guess there's probably a few true grognards who still want mouselook off but I can't imagine anyone wanting arrow keys, inability to strafe well, and needing to hold down a key to move fast in a game where you always want to move fast.

Doom was designed with mouselook in mind and the manual advises players to learn how to use both the keyboard and mouse. The stock demos for commercial WADs use mouse aiming as well. From what I gathered it was embraced rather widely and very few insisted to use only the keyboard, and apparently even less do it today. Things like NOVERT appeared quickly and have been incorporated even in a strict vanilla port like Chocolate Doom because they are pretty much an integral part of how Doom has been played over the years. Vertical look still isn’t considered a regular gameplay feature, just like jumping and the “infinitely tall” monsters, because many maps were (and still are) designed with it in mind. I personally prefer to play without vertical look but that’s because I tend to be a purist, though not a radical one. I understand many prefer to do away with it but it’s one of those things that makes Doom what it is. Of course, if a map were designed with those modern trapsing mentionned earlier, I would have no problems using them in a modern port like ZDoom, but if not I just stick to vanilla.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
novert is nice because i have bad wrists and i don't want to bother actually having to aim at something to shoot it. it's a totally different experience though, and I think a modern horziontal only game could have some potential to be fun if done correctly.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771

hqdefault.jpg


Holy shit, some of the fanboys in that thread :lol:

Better play doom for myself and then watching the reviews....

such little faith from most of you.

Also, there has been SO much gameplay shown (for all modes)! If you can't get a general idea of whether or not you think this game is for you and you are worrying about a trivial business decision, then you must not be very experienced in gaming.


It's absolutely ridiculous. I remember back when there wasn't YouTube to make decisions about a game being a must play or a bargain bin buy. People just went out and bought the game, liked it or didn't like it and that was that.

It's gonna be a great game. The gameplay footage was wonderful and very Doom. Relax people.

As many people said here, there's such a lack of faith here. We've seen so much gameplay already, and when they first streamed the single-player, I was hooked and I pre-ordered It right away.

It's best to save reviews and nitpicks for the release of the game.

The lack of faith here is disturbing.. Reviews are better on the day of release IMO. They likely do not wish to reveal anything more until the 13th, which is perfectly fine.

Stop being paranoid and use your own judgement based on what you've seen. Stop letting irrelevant details sway your opinion so drastically.

Are review copies still necessary? Always felt like a ploy to just get games before everyone else and feel superior about it. Maybe not.
 
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abija

Prophet
Joined
May 21, 2011
Messages
2,904
If they did that instead of the usual shill payoffs, plenty of game journalists would review it Friday night out of spite. It's only done so small, not worthy of being bought reviewers can be discredited easy.
 

Gentle Player

Arcane
Joined
Jul 1, 2011
Messages
2,336
Location
Britain
Why the fuck would Quake need ... +25 SHOTGUN AMMO LIMIT ... upgrades anyways?

Indeed, that just wouldn't do. Finding the backpack in Quake (and Doom for that matter) gave an extra fifty shotgun shells instead! Quake II also had hidden power-ups that increased maximum health. You see, this new stuff is all faithful - it's in the DNA! :troll:
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
I did some math. I think they improved megatextures a lot. So, Wolfenstein:New Order has 50 GB an is only single player wih 12-16 hours to complete everything. (https://howlongtobeat.com/game.php?id=16886)
Doom has 55GB with 13 hours main campaign (not completionist playthrough) but I assume there will be at least 6-7 MP maps.
So, there is possiblity id6 takes twice less megatexture space but WITH better quality and larger maps.
 

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
Location
Penetrating the underrail
I did some math. I think they improved megatextures a lot. So, Wolfenstein:New Order has 50 GB an is only single player wih 12-16 hours to complete everything. (https://howlongtobeat.com/game.php?id=16886)
Doom has 55GB with 13 hours main campaign (not completionist playthrough) but I assume there will be at least 6-7 MP maps.
So, there is possiblity id6 takes twice less megatexture space but WITH better quality and larger maps.

I wouldn't count on campaign being that long. One twitch streamer apparently beaten it (PS4 version) in around 8 hours with reasonable degree of completion. (those 8 hours being the length of gameplay on stream, with deaths and retries, and not final count recorded on his save).
 

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