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The New DOOM Thread (2016)

Blaine

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Grab the Codex by the pussy
Yeah, well, this talk of "arenas" and closing off doors has convinced me not to touch the game yet.

I fucking detest "arena box room" shooters, and that sounds way too close for my liking. The only place for an arena in a shooter is in multiplayer modes, as far as I'm concerned.

Don't you have better things to do than defend the honor of a bethesda game?

It's published by Bethesda, not developed by them, and I'm not defending its honor. I'm mocking self-important idiots. There's a big difference!
 
Self-Ejected

Excidium II

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Doom 4 has the balls to provide big interconnected levels
With a quest compass. Such balls.

Of course a quest compass in a Doom game is a fucking sin, but that's not the level designer's fault if the game designers are stupid.
:lol:

It's a team effort, and it's designed with the quest compass in mind. With no quest compass it wouldn't have 'sprawling maps' that again are just extra corridors and optional rooms to give an illusion of doom-like maze.
 

Sam Ecorners

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well two of my friends got it, so being the backboneless cocksucker that I am, I picked it up for $45. DL dhould be ready in about an hour so I'll see how it actually goes. At least it will be something different from real war shooters I guess...
 

Perkel

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hmm few people i know well telling me that this ain't that bad. They upped a lot speed apperently from early footage we saw and all those malee kills are like fraction of second instead of like earlier shit garbage. Weapons also seems to feel good. Level design according to them also feels way more complicated than most of fpses.

Who knows maybe under pile of PR garbage vommited from betsheda there is something to it under it.

Maybe it isn't doom but Quake 4 we never got ?
 

Siel

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Aug 25, 2013
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Some refined shithole
Been playing for 2 hours. It's actually decent if you turn off all the retard shit.
Music is ok but weapon sound is complete garbage.
I feel like there is some level of mouse acceleration tho and I don't know how to turn it off.
 

Zewp

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Sep 30, 2012
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Codex 2013
Bethesda's the publisher, id is the developer. True, ZeniMax acquired them, and there are only a handful of original id employees left at id Software now who all serve in supervisory capacities as far as I know, but they're two separate studios still. Someone correct me if I'm wrong.

Yeah, but something with some games Bethesda publish is really wonky. Wolfenstein and Fallout 4 were both disproportionately big, and now Doom is too. I remember people moaning about the download size for RAGE too back in the day, but I can't remember if Bethesda had acquired iD by then.
 

Zewp

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Codex 2013
Been playing for 2 hours. It's actually decent if you turn off all the retard shit.
Music is ok but weapon sound is complete garbage.
I feel like there is some level of mouse acceleration tho and I don't know how to turn it off.

So just like Wolfenstein? I remember having endless mouse troubles in that game too. Which is not even getting started on how out of sync its cutscenes were if you used VSync (which I had to because of screen tearing). Literally a minute after her dialog finished I was still watching the woman flap her toothless mouth.
 

Perkel

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Bethesda's the publisher, id is the developer. True, ZeniMax acquired them, and there are only a handful of original id employees left at id Software now who all serve in supervisory capacities as far as I know, but they're two separate studios still. Someone correct me if I'm wrong.

Yeah, but something with some games Bethesda publish is really wonky. Wolfenstein and Fallout 4 were both disproportionately big, and now Doom is too. I remember people moaning about the download size for RAGE too back in the day, but I can't remember if Bethesda had acquired iD by then.

That has to do with technology they are using called megatextures. It provides ability to actually make unique textures for each and every thing in game without game blowing up at a cost of space.

Not only does it provide way to get unique textures to literally everything but it makes possible to bake every light into texture thus making game run smooth as fuck (RAGE run 60fps on consoles which was fucking achievement). OpenGL performance i heard isn't so good but apperently Vulcan will soon be released and will blow the fuck out OGL version.
 

sexbad?

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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.

Are you illiterate? It wasn't a strawman, you dumb faggot. I wasn't speaking for you; I was responding to your comment about linear corridors and offering my own opinion of good level design.

Don't like it? Go fuck yourself.
Sorry, your whole post looked sarcastic when you mentioned "spaghetti bowl level design," because I don't like the sound of it. That may have come from my recent experience dealing with a fuckton of network cables.

I thought you were suggesting I just wanted a bunch of ridiculous entanglement for its own sake. Sorry! It was a genuine misunderstanding.
 
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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:

hiQgQXx.jpg


For comparison, first mission map of Doom (others here):

e1m1.gif
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.

That D44M map UI is the spit of the map UI from the 1st Dead space and the general level layout seems rather similar too. Observe:

0348472ca0e7dc4375d579c2bf2b2947.jpg


Probably says a lot about where the dev team were drawing their influences from despite the insistent interview soundbites regarding their apparently boundless enthusiasm for "old school" design philosophies.
 

Blaine

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Sorry, your whole post looked sarcastic when you mentioned "spaghetti bowl level design," because I don't like the sound of it. That may have come from my recent experience dealing with a fuckton of network cables.

Yeah, I saw your Blogdex post. No doubt you'll soon have tangle PTSD, if you don't already.

I only used the term "spaghetti bowl design" because there's a lack of a simple, catch-all term for very intricate level designs that inspires a nice visual.

I thought you were suggesting I just wanted a bunch of ridiculous entanglement for its own sake. Sorry! It was a genuine misunderstanding.

Well frankly, I don't mind ridiculous entanglement, as long as it's intelligently designed.

When a (good) game makes me feel like a complete retard, utterly lost in some part of a level and with no idea where I came from or how to get where I think I should be going, that's a good moment.
 

DosBuster

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This game could've been much, much worse. Doom 4 started development in late 2007, in mid 2011 all of their work was thrown out by Bethesda due to it being just a call of duty clone in a doom skin. From what I understand, this version of doom 4 was just an utter fucking mess of development hell.
 

sexbad?

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Also, re: looks like a Doom 3 level. Have you played Doom 3 recently? The levels in that game were as small, as linear and as narrow as they come, with little to no exploration. They gave Half-Life 2's levels a run for their money. Doom 4 has the balls to provide big interconnected levels, sadly full of arenas, in a world of dreary AAA FPS titles filled with dull linear maps so the average dumbfuck gamer cannot get lost. No, I'll take Doom 4's sprawling levels over Doom 3's tiny linear levels any day of the week. The focus on arenas is bothersome but other than that I think Doom 4's levels are definitely going in the right direction and are clearly the game's strongest aspect. I think arenas are pretty cool when used sporadically, hell I use some myself, but Doom 4 just has too many of them, yes.

The main issue are the game's mechanics that undermine the level design's qualities, mostly the piñata system. There's little to no point in scouring maps to get health (something TB says in his video and his conclusion I hugely disagree with). In older Doom games you'd find Soulspheres, armor, weapons and stuff; here's it's mostly collectibles. Were the piñata system not there at all these secrets would be filled with good ol' items. I get the idea of always staying in battle and it sounds nice on paper, but this system was not the right choice because of that. It's like you have two different game designs clashing here. That and monsters are not used to their maximum potential, even if they do move around pretty quickly to catch the player which something I was pleasantly surprised to see.
I played D3 kind of recently, and a lot of areas are moderately sized considering the game's scope. There are plenty of small, really cramped spots, and I don't exactly expect to see as many of them in this game, but the rest of the corridors and lobbies and laboratories seem about similar in size to what I've seen of "non-arena" areas in this so far.
 

Severian Silk

Guest
Rofl they've been vitriolic about this game since page 1, two years ago. I don't think Doom4 is the best thing since sliced bread, but it's always looked at least decent. GG to them for being the stereotypical cancerous gamer crowd, though.
RPGCodex is one of the laughing stocks of the internet. Basically, their hate for Doom is the result of hatred they hold for everything Bethesda-related ever since Fallout 3 turned out to be neither isometric nor turn based. Not to mention that place is known for insane amounts of toxicity and bigotry.
Holy shit, those guys are worse than the League community that I ditched for being toxic. I didn't think it was possible.
Agree 100%. Except for the praise about Doom4.
 

Filthy Sauce

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Jan 26, 2016
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Played the game for about 3 hours. I spend more time platforming than fighting demons

Level design is butts. So is the area map. Daggerfall did it better.
 

Angthoron

Arcane
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Jul 13, 2007
Messages
13,056
Ugh, I'm sort of tempted to try it out but 59,90€ is just too much. :negative:
Not that I'm encouraging anyone to actually get DooM, but good grief people, get with the times.

http://www.kinguin.net/doom-steam

33.25€. Plus if you google for Kinguin coupon codes you can get another 3-5% off. Just make sure there's no "Requires VPN" or that it's not region-locked to regions that aren't yours (there's an occasional one like that).

Site's gud, keys are usually pretty much instant, and they actually have customer service staffed by real human beings.

But it's still DooM we're talking about here.
 

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