Movement is also very fast, you can jump, there are no unexpected invisible walls. This game is looking to be the anti-thesis of modern FPSs. Good job on ID so far.That map is actually something you normally don't see these days. One may still say it's linear, it's cosmectic and so on, but is going towards an incline direction.
One thing I'd like to know is if you can "backtrack" or if the sections close behind you. from the map, you can't actually see the interconnections beteween between floors.
Eurogamer article said:Perhaps the most unjust thing you can say of the original Doom is that it's a shooter. Sure, there are rocket launchers and they make Hell Barons go splat pretty good, but the guns aren't really the point. The core components of the 1993 game's appeal are its maps, or rather, dungeons - shifting Stygian warrens of flesh and bulkhead, in which no chamber is without its fair share of false walls, trick floors, mysterious switches, teleportation pads and tantalisingly out-of-reach power-ups.
Perhaps the most unjust thing you can say of the original Doom is that it's a shooter.
most unjust thing
it's a shooter
At best that looks like a Doom 3 level. The geometry is a bit varied, but from what I can tell it is still mostly corridors connected linearly. I've also already experienced the stupid thing where you slowly open a door that shuts and locks automatically behind you, so I don't expect much free flowing in many directions later on.Well, I've managed to locate one picture of the in-game map. This is the first mission map after the tutorial. The blue segment is the player's current room and there are multiple levels:
For comparison, first mission map of Doom (others here):
You'd have a point, if most of the level wasn't devoid of things to shoot. If anything, it's wasted potential when most of the shooting happens in killboxes with some elevated platforms to double-jump on instead of 80% of the level.I wasn't lying when I said the layouts are that good. Just look at Blaine's pic.
Your favourite game is Descent 2?sexbad? Yes, it's best when "rooms" or "segments" connect to multiple other segments in various directions, which in turn connect to multiple other segments in various directions, with numerous cross-floor connections (elevators) scattered throughout, segment exits that exit several different ways, some one-way connections (drop-downs, for example), drop-downs where you can land on multiple floors, etc. Perhaps there's a certain room on the third floor you can only reach by going a certain way through the first floor, through the second floor, or through both the first and second floors.
The more multi-directional interconnections there are between segments and levels, the more complex and interesting the level design.
Believe me, I know. I love spaghetti bowl level design.
At best that looks like a Doom 3 level. The geometry is a bit varied, but from what I can tell it is still mostly corridors connected linearly. I've also already experienced the stupid thing where you slowly open a door that shuts and locks automatically behind you, so I don't expect much free flowing in many directions later on.
Nice strawman, retard. That's not what I want, and that's not what the original Dooms had. They had a good, free-flowing mixture of small and large areas choc full of well designed action. This looks so far like segmented off Doom 3 corridors with a Doom 3 amount of monsters connecting a series of maybe nice challenge rooms.sexbad? Yes, it's best when "rooms" or "segments" connect to multiple other segments in various directions, which in turn connect to multiple other segments in various directions, with numerous cross-floor connections (elevators) scattered throughout, segment exits that exit several different ways, some one-way connections (drop-downs, for example), drop-downs where you can land on multiple floors, etc. Perhaps there's a certain room on the third floor you can only reach by going a certain way through the first floor, through the second floor, or through both the first and second floors.
The more multi-directional interconnections there are between segments and levels, the more complex and interesting the level design.
Believe me, I know. I love spaghetti bowl level design.
Nice strawman, retard. That's not what I want, and that's not what the original Dooms had. They had a good, free-flowing mixture of small and large areas choc full of well designed action. This looks so far like segmented off Doom 3 corridors with a Doom 3 amount of monsters connecting a series of maybe nice challenge rooms.
I recall reading an article a long time ago about how that one lady should be a feminist icon in gaming or something.
Anyway, you do have a regular melee attack where you just hit the enemy with the butt of your gun. Once the enemy is staggered, you press the same key for an execution.
With a quest compass. Such balls.Doom 4 has the balls to provide big interconnected levels
Don't you have better things to do than defend the honor of a bethesda game?I find it amusing that there's a battery of self-appointed Doom authorities in this thread, when practically everyone over the age of thirty on the Codex played the original Doom, Doom II, etc. Hell, I've had Doom II on Steam since 2008 and have played around with plenty of source ports and WADs. No idea where a lot of my original disks ended up.
Get over yourselves. Doom purists on the Codex, a cult I wasn't aware existed until... well, just now, I guess.
With a quest compass. Such balls.Doom 4 has the balls to provide big interconnected levels
With a quest compass. Such balls.Doom 4 has the balls to provide big interconnected levels