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The New DOOM Thread (2016)

Morgoth

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https://twitter.com/idsoftwaretiago

Tiago-Sousa.jpg


Tiago Sousa was Crytek's long-standing Lead R&D Graphics Engineer.

Oh you're so fucked Crytek. :lol:
 

sexbad?

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Considering that id has seemingly been one of gaming's deepest development hells for the past decade or so, it's surprising that they've shown something so promising. Likely not the product that would be made if they still had the original masterminds behind Doom instead of just Tim Willits, who is annoying as shit and just vomits buzzwords during interviews, but it sounds like a lot more fun than I've had with most contemporary shooters.

I'd like to know more about id Tech 6. I recall Carmack mentioning something about his plans to use voxels and shit in his future engines, which sounds very odd. Maybe it'll actually be compatible with recording software.
 

shihonage

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I'll admit, I haven't played Brutal Doom for some versions. Thus, maybe my knowledge is old. BD is quite peculiar, of course, and to be honest it's quite less a "kitchen sink" than many, many other mods out here (that I find almost unplayable). The curious and good thing about Brutal Doom is not the fatalities (that one can like or not) or the extra gore. It's the gunplay.

For some weird twist of fate, it works.

It's a completely different experience from "standard" Doom, of course, but BD is at least amusing and good-for-what-it-is. No "modern"/ "new" shooter gave me a better gunplay model in almost half a decade. The guns feel effective and the enemies dangerous.

Feel free to disagree, but as far as a mod goes, BD is a good mod. Let us hope that the gunplay of the new one is a quarter as fun as Bd is.

Brutal Doom screws with pretty much every single gameplay variable of the game. It is the Goat Simulator take on Doom. Plenty of people like Goat Simulator too. It's amusing and good-for-what-it-is.
 

Metro

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None of those people were alive when original Doom launched so what do they care that it's NEXT GEN!
 

dunno lah

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Holy shit, these guys seem so easily impressed. I've always had the idea that Doom being such a heavily modded game, by modders who've expanded so much on the original games would've been here giving constructive criticisms. Maybe it's the emotions from viewing it the first time or most Quakeconners are just casul.
 

shihonage

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So, "id tech 6". It has no megatextures!

It was supposed to use a mix of raycasting and classic rendering methods, but I suspect Carmack's jumped ship before any of that was implemented.

Chances are it's actually "id tech 5" with megatextures replaced by conventional textures, plus some special coding magic for various dismemberment, which could be pretty exciting. It's been a long time since I've seen a game where something looks like "coding magic" as opposed to same old shit routines juggling 3D models around.

I want to believe.
 

m_s0

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On a related question, what are some good Doom-style games besides the first Serious Sam and Painkiller?
The DOOM community is still alive and doing great so go get some wads and forget about other games. Unless you really want to try Will Rock (better than Nitro Family, but that's not exactly praise).

I wouldn't call any of those "DOOM-style", though. SS and Painkiller-style games basically take one element from DOOM (player enters section of level, section gets closed off until it gets cleared), but aren't nearly as creative or elegant in handling it. Really, comparing those titles to DOOM is indicative of a very superficial understanding of what makes DOOM DOOM and does that game a huge disservice. I've really only seen it done by game journalists, come to think of it. I guess mentioning DOOM in the context of another fps adds credibility or something. You shoot loads of enemies a lot so it must be like that DOOM game, right?

Wasn't Bulletstorm supposed to be kind of like SS/Painkiller? Or Hard Reset? Never played those so it's not a recommendation.
So, "id tech 6". It has no megatextures!

It was supposed to use a mix of raycasting and classic rendering methods, but I suspect Carmack's jumped ship before any of that was implemented.

Chances are it's actually "id tech 5" with megatextures replaced by conventional textures, plus some special coding magic for various dismemberment, which could be pretty exciting. It's been a long time since I've seen a game where something looks like "coding magic" as opposed to same old shit routines juggling 3D models around.

I want to believe.
Well, Bethesda basically bought themselves the most expensive game engine ever by acquiring id (which in hindsight might've not been such a great idea) so it's pretty likely that it's just 5 with minor tweaks. At least that would be the smart thing to do.
 

shihonage

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I wouldn't call any of those "DOOM-style", though. SS and Painkiller-style games basically take one element from DOOM (player enters section of level, section gets closed off until it gets cleared), but aren't nearly as creative or elegant in handling it. Really, comparing those titles to DOOM is indicative of a very superficial understanding of what makes DOOM DOOM and does that game a huge disservice. I've really only seen it done by game journalists, come to think of it. I guess mentioning DOOM in the context of another fps adds credibility or something. You shoot loads of enemies a lot so it must be like that DOOM game, right?

Everytime I tell people this, I get scolded for being an elitist. But the reality is, people are fucking stupid. I've not seen a real sequel to Doom since Doom2. It does not exist. Duke3D came closest, really. It was driven by a number of similar ideas.

Serious Sam series was a fucking joke. Running around a giant empty room while enemies run at you from all directions is only a tiny part of Doom experience, and yet it is 95% of the Serious Sam experience. Croteam cannot into level design or weapons "feel" worth a damn.
 

Tehdagah

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I wouldn't call any of those "DOOM-style", though. SS and Painkiller-style games basically take one element from DOOM (player enters section of level, section gets closed off until it gets cleared), but aren't nearly as creative or elegant in handling it. Really, comparing those titles to DOOM is indicative of a very superficial understanding of what makes DOOM DOOM and does that game a huge disservice. I've really only seen it done by game journalists, come to think of it. I guess mentioning DOOM in the context of another fps adds credibility or something. You shoot loads of enemies a lot so it must be like that DOOM game, right?

Everytime I tell people this, I get scolded for being an elitist. But the reality is, people are fucking stupid. I've not seen a real sequel to Doom since Doom2. It does not exist. Duke3D came closest, really. It was driven by a number of similar ideas.

Serious Sam series was a fucking joke. Running around a giant empty room while enemies run at you from all directions is only a tiny part of Doom experience, and yet it is 95% of the Serious Sam experience. Croteam cannot into level design or weapons "feel" worth a damn.
No, this kind of "arena combat" doesn't work in Doom since it enemies are either hitscan or they follow you like if they were magnets.
 
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Most of the enemies in Doom are melee or have projectile weapons, the ones that have hitscan weapons are coded to aim at the place the player was a split second before.
So in the end they work like very fast projectiles, if you are on the move you can "dodge" them and the huge battles with circle strafing and backpedalling work well enough in Doom. Of course the player can hitscan enemies allraight.
They constitute only ~ 10% of gameplay experience, not because they don't work in Doom, but because doing same basic shit for hours stright gets old super fast and Doom, unlike Serious Sam, is a good game.
 
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Gragt

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Heh, Serious Sam is great too. No, it isn't a clone of Doom, which apparently so many people get stuck on one way or another, but it has the same kind of mobility-based gameplay and of using the right weapon for the right type of situation. The level design is of a different kind but that's because the action is of a different kind, and even then you can find similarities with the ways encounters with monsters are crafted, which usually requires you to think quick. It takes elements from Doom and does its own thing and does it great; I can't find any fault in that.
 

shihonage

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Heh, Serious Sam is great too. No, it isn't a clone of Doom, which apparently so many people get stuck on one way or another, but it has the same kind of mobility-based gameplay and of using the right weapon for the right type of situation. The level design is of a different kind but that's because the action is of a different kind, and even then you can find similarities with the ways encounters with monsters are crafted, which usually requires you to think quick. It takes elements from Doom and does its own thing and does it great; I can't find any fault in that.

Oh no no no.

Serious Sam was the "hey guys we made an FPS in our garage" thing before we had Unity and everyone started doing it. That is its only claim to fame. I remember trying to play that awful game. You run around open fields in really ugly environments (and it has nothing to do with polygon counts) shooting ugly weapons that feel like cardboard, at Prosper-designed enemies.

When I played SS coop, the building walls became walk-thru so I could catch up to teammates after dying, because that's how well the levels were designed.

That's because their "levels" (and I use the term very loosely) weren't designed to work in both single-player and coop. They had lock-in timers with retarded shit like you walk into a room, the gates close and you have to kill 100 frogs falling from the sky.

I try to not use the rose-colored glasses argument, but in regards to Serious Sam it's hard not to. And they hardly improved since then. Croteam's approach to level design is either "let's have an open field and plomp a few random walls around", or "let's trap the player in a cave and shower him with monsters".

They don't design actual LEVELS. DOOM had actual levels, Duke3D and Quake and Unreal had actual levels. Croteam has "a series of empty spaces in which you grind meat".

It removes a whole strategic dimension from gameplay. Without levels, there's no concept of "enemy placement", because their position no longer matters. There's no exploration or even a modicum of thought involved.

It's not "different". It's retarded. Look at the SS3 trailer, 90% of it is just the guy running around empty space shooting whatever's in front of him. They raised the polygon counts, but hardly anything has changed.

There's nothing "crafted" about this franchise. It is both highly derivative and extremely mediocre. You can walk in any direction, but it hardly ever matters. Kinda like a Bethesda game.
 

Darth Roxor

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You run around open fields in really ugly environments (and it has nothing to do with polygon counts) shooting ugly weapons that feel like cardboard, at Prosper-designed enemies.

get back to quake 2

which has nothing of those

r00fles!
 

sbb

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Serious Sam is fun for the first 20 minutes or so. I beat the first one in one sitting with a friend and we were falling asleep in the last half hour, but little sections of it were pretty entertaining and I actually really liked the open fields. That combined with the amount of enemies was really appealing to me
 

shihonage

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The DOOM showing at QuakeCon was "to show something to [id Software fans] that gives them the confidence that it is still a viable studio that’s doing really cool stuff, that is making a game you want to play, and is treating Doom with the care and respect that you want," Bethesda's Pete Hines tells PC Gamer in explaining why they don't plan on revealing any more about the next installment in the shooter series before next year. He also throws cold water on hopes they will release the video of what was shown to attendees, saying, "I don’t think there's any way that happens." He says they normally would not show the game at this state at all to be "digested, and gone through frame-by-frame and getting nitpicked to death." Now having shown it to a select few, the will go quiet again until 2015. "And now we’re going to go away and go back to making the game," he explains. "But to be able to counter other people talking about us and we’re sort of just sitting here staying silent, or operating from this negative space of like, ‘Oh, it got rebooted, oh it’s in trouble.’ All of that stuff just bothered the hell out of me."

Now it's official: the Doom 4 video was Aliens: Colonial Marines all over again. Now they will haul ass to make an actual game prototype and give it at least a passing resemblance to that video.

Interest in the project annulled.
 

Eddas

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The DOOM showing at QuakeCon was "to show something to [id Software fans] that gives them the confidence that it is still a viable studio that’s doing really cool stuff, that is making a game you want to play, and is treating Doom with the care and respect that you want," Bethesda's Pete Hines tells PC Gamer in explaining why they don't plan on revealing any more about the next installment in the shooter series before next year. He also throws cold water on hopes they will release the video of what was shown to attendees, saying, "I don’t think there's any way that happens." He says they normally would not show the game at this state at all to be "digested, and gone through frame-by-frame and getting nitpicked to death." Now having shown it to a select few, the will go quiet again until 2015. "And now we’re going to go away and go back to making the game," he explains. "But to be able to counter other people talking about us and we’re sort of just sitting here staying silent, or operating from this negative space of like, ‘Oh, it got rebooted, oh it’s in trouble.’ All of that stuff just bothered the hell out of me."

Now it's official: the Doom 4 video was Aliens: Colonial Marines all over again. Now they will haul ass to make an actual game prototype and give it at least a passing resemblance to that video.

Interest in the project annulled.

All that hype, man, it gives me hope. But at the same time I don't want to be too hopeful and in the end get a QTE: The Game for 60 dollars with day one DLCs and pre-purchase skins bonuses for my multiplayer with friends...
 

Psquit

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doom multiplayer? my god.. they are going to fuck this game up.
 

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