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The New DOOM Thread (2016)

Metro

Arcane
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No, seriously, why is Optimus Prime in this game? I don't understand. How is he a doctor if he's a robot? Did he transplant his mind into a robot? Or are robots so advanced in the far future that they attend graduate schools for their PhDs?
 
Self-Ejected

Excidium II

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No, seriously, why is Optimus Prime in this game? I don't understand. How is he a doctor if he's a robot? Did he transplant his mind into a robot? Or are robots so advanced in the far future that they attend graduate schools for their PhDs?
I think it's just remote controlled.
 

Metro

Arcane
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To be revealed in DLC! Yeah could be remote. Another guess is that since Dr. Olivia Whoever looked all gnarled and corrupted that maybe the guy transplanted himself into a robot because machines are immune to icky hell corruption.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
I think the in-game lore said he got terminal cancer and replaced most of his body with cybernetics. How that translates to him becoming a full robot? Hell knows. Bethesda and logic don't go together.
 

sexbad?

Arcane
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Codex USB, 2014
Worth noting that RAGE's editor didn't even have proper AI support for some reason,
Did anyone actually make anything with it?

And what kind of tools did it give them? Could you make maps with brushes, import models and paint megatextures on them like that one demo video they showed, or perhaps change parameters and scripts of existing levels?
 

Metro

Arcane
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I heard there were a couple of RAGE mods but never bothered with any.
 

DosBuster

Arcane
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The Real Fanboy
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God's Dumpster
Codex USB, 2014
Worth noting that RAGE's editor didn't even have proper AI support for some reason,
Did anyone actually make anything with it?

And what kind of tools did it give them? Could you make maps with brushes, import models and paint megatextures on them like that one demo video they showed, or perhaps change parameters and scripts of existing levels?

Nothing really too major other than some small tweaking mods, it could do those things but it was not user-friendly in anyway at all.

Another reason I assume Id Studio 6 wasn't possible was that Id Tech 6 uses a scripting language developed by John Carmack called "Super script" which integrates with the C++ source and then is exposed in a similar manner to the functionality you see inside of snapmaps. So, I'm guessing since zenimax don't want to release their source code snapmap (which funnily enough was actually John Carmack's last project at id) was the only solution.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
How times have changed.


Q:
Recently someone posted about their experience in determining the file structure of the Doom WADfile. How did you feel when people were discovering how to modify Doom, from building new levels, to changing the executable itself(dhacked) originally without any information from id? In your opinion, is the modding community a valuable place for creating future game developers?

John Carmack Answers: The hacking that went on in Wolfenstein was unexpected, but based on that, DOOM was designed from the beginning to be modified by the user community.

The hacking that went on with the leaked alpha version was obviously not approved of, but after the official release I did start getting some specs and code out. I had sent some things out early on to a couple of the people that had done tools for Wolfenstein, but in the end it was pretty much a completely different set of people that did the major work with DOOM.

The original source I released for the bsp tool was in objective-C, which wasn't the most helpful thing in the world, but it didn't take long for people to produce different tools.

Dhacked was a bit of a surprise to me, and I always looked at it as something that maybe shouldn't have been done. I'm not very fond of binary editing an executable. It clearly showed that people were interested in more control, so it probably argued for the greater freedom given with Quake.

I still remember the first time I saw the original Star Wars DOOM mod. Seeing how someone had put the death star into our game felt so amazingly cool. I was so proud of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to work on was a valid direction.
 
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Increasing

Plant
Advertising plant
Joined
May 14, 2016
Messages
78
SnapMap is still miles above the what early wad authors had to work with when original Doom was first released.

:lol:

Proper editor:


(Technically the zenimax plant is right though, these tools didn't ship with Doom but the first editors were released just weeks after release so yeah... )


Crapmap:

u3Ve5w6.jpg

You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.



Longer than usual Youtube reviews but it's more than worth it if you have time. :)

I watched bunch of reviews so far, and I can safely say that Noah's is the best one. This comment I saw beneath his video also nails why Doom is so unique in the current FPS market: "DOOM is alternate history; it shows what games would have been like if there would never have been half life."
 

skacky

3D Realms
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The City
You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.

So you're basically saying that no matter how limited the editor is, if its usability is awesome then it's miles better? You really must not have made many levels.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.

We didn't mind reading manuals back then... Besides, the editor I mentioned is easy to use and much more powerful than that designed for the lowest common denominator prefab editor that ships with "Doom". I'm sure any modern mapper worth his salt could conjure up a level in Waded or similar 90s editor in no time.


It's really not rocket science:

https://web.archive.org/web/1999111...ancs.ac.uk/~esasb1/doom/sew/waded/w00001.html

https://www.doomworld.com/idgames/utils/level_edit/waded/wadeddoc
 
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Kutulu

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ger
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex
Finished it, its decent, its a fast paced shooter thats mostly: not shit...

- Its bosses had a bad scale, i never felt like: wow thats huge, especially the Endboss.

- All those leveling thingies are pretty terrybad, the weapons are cool and get even cooler
but searching through those levels can get boring, especially if you dont now wether the
room opens within another part of the map or if you already ran past it.

- Scrapmap is a popamole, console-ready piece of junk of a level editor.

- Finding those fucking Dolls is completly useless.

- The old maps arent as fun with those monsters and guns.

- Arenas get boring towards the end.

I dont get why people thought that Doom or Quake where Arena-Shooters...?!?
In Doom & Quake you had a choice between finishing fast or going for 100%.
This makes atleast some secret searching necessary on higher difficulties cuz
without Argent Upgrades & Weapon Upgrades it will be horrible slog.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
So... I know Bethesda gave us Snapmap and nothing else, but has there been any success with modding the game? Extracting the resource files? Gaining access to some modifiable files and putting them back into a resource file to be used in the game?
 
Self-Ejected

Excidium II

Self-Ejected
Joined
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Messages
1,866,227
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Third World
You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.
Are you joking? Usability? Snapmap's interface is a disgrace.
 

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