Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The New DOOM Thread (2016)

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
And this is as nothing compared to the roaring tedium that’s surrounded the release of Dark Souls 3, Stellaris, and any number of other games that are notably difficult to play. Unless one is the best at the game, one cannot claim to have opinions. Which is such a warped way of thinking. (I recently wrote abouthow I found Stellaris impenetrable, and received some rather strange responses.
Just fucking kill yourself already. What the fuck. Stellaris is babby's first 4x, so ridiculously simple that my 10-year old nephew could probably successfully conquer the galaxy on normal difficulty. How the fuck is this retarded moron writing for a GAMES REVIEW site?
 
Joined
Aug 10, 2012
Messages
5,904
Saying how that video is intentionally misleading would be a major understatement.

CiuwBftW0AAtWaA.jpg:large


Leaked Screenshot from Id Software's Next Title: Doom RPG 3!!!1 the game we've all been waiting for
For those who are interested, this screenshot comes from cool user map created by some Syrian doomer
https://www.rockpapershotgun.com/2016/05/18/best-doom-snapmap/
Mappers are already creating some impressive stuff with SnapMap.:)
Seriously how much of a plant are you?
 
Joined
Aug 10, 2012
Messages
5,904
And this is as nothing compared to the roaring tedium that’s surrounded the release of Dark Souls 3, Stellaris, and any number of other games that are notably difficult to play. Unless one is the best at the game, one cannot claim to have opinions. Which is such a warped way of thinking. (I recently wrote abouthow I found Stellaris impenetrable, and received some rather strange responses.
Just fucking kill yourself already. What the fuck. Stellaris is babby's first 4x, so ridiculously simple that my 10-year old nephew could probably successfully conquer the galaxy on normal difficulty. How the fuck is this retarded moron writing for a GAMES REVIEW site?
But but but you have to read descriptions and stuff but but but you're oppressing me with your aggressiveness but but but inclooooooosive
 

Inspectah

Savant
Joined
Jun 29, 2015
Messages
468
You cunts, why D44M?
It's not the 44th game in the series and a 4 doens't even look like a fucking O
 

The Decline

Arcane
Joined
Aug 24, 2009
Messages
8,109
Location
Everywhere
Saying how that video is intentionally misleading would be a major understatement.

CiuwBftW0AAtWaA.jpg:large


Leaked Screenshot from Id Software's Next Title: Doom RPG 3!!!1 the game we've all been waiting for
For those who are interested, this screenshot comes from cool user map created by some Syrian doomer
https://www.rockpapershotgun.com/2016/05/18/best-doom-snapmap/
Mappers are already creating some impressive stuff with SnapMap.:)
Seriously how much of a plant are you?

Bordering on Nuclear Power Plant I'd say.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,279
SteamSpy says 400k+ coppies sold, 92% user score.

People are using SeriousS in their talk ? What is wrong with you people.

SS1 was great game because it had 4 player coop and it was awesome to play with 3 people on 1keyboard, mouse and fucking shit joystick. Nice secrets but overall it was like someone said bullet hell type of game.

Later levels were just waver after waver after wave of enemies and if you increased def you had like 1000 skeletons running around.

Not comparable at all to Doom type of game.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,564
That Hangar map thing was sad. Say what you want about HR's piss filter, but here it was really difficult to spot the damn enemies, blending with the background like alien chameleons. Also, the possessed seem to be pretty much harmless. And lol at the player missing a zombie at point-blank range TWICE.
 

talan

Augur
Joined
Nov 18, 2010
Messages
158
Looking over the credits: http://www.mobygames.com/game/windows/doom___/credits

It doesn't look like id Software did any credits for Level Design and all of it came from MachineGames. id has credits for 'Mission Design' but I have no idea what that is. I checked the Wolfenstein credits, to see if this was common, but MachineGames has a huge section on either Game Design or Level Design.

I wonder what id Software / MachineGames did for Level Design and Gameplay Design. To me, it looks like MachineGames did a large chunk of the Single Player design. It would explain why nothing was shown since the last E3. MachineGames finishes up on The Old Blood and then moves on to Doom to get that in shape.

Thoughts?
 
Joined
Sep 22, 2015
Messages
1,020
Well it explains sexbad? description of the game:http://www.rpgcodex.net/forums/index.php?members/sexbad.16523/
The bigger levels are just a bunch of self-locking arenas with multiple routes to reach and leave them. For instance, in the foundry level, there's nothing stopping you from running around a good portion of the space in the level for a while and then dropping 100 feet or something to a platform beneath you that's right above a big lava pit. But then once you get down to that platform, you have no way at all of getting back up until you kill the 20 or so enemies that gradually spawn until. And really not much has happened during the roaming you've done up until that point.

It's pretty much that or worse. As I recall, the second half becomes only the arenas and not much else, like in NeueWolf. You fuck up an arena, leave, and then find another one. Hooray.
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
I always use SS1 and SS2 for referring to System Shock.
Don't confuse me with Serious Sams and Silent Storms. :M
 

DosBuster

Arcane
Patron
The Real Fanboy
Joined
Aug 28, 2013
Messages
1,861
Location
God's Dumpster
Codex USB, 2014
I found a rather insightful quote from the writer of Doom who also wrote/designed for some of the call of duty games:

Okay, so, I think the reason is -- because I wrote, or originated the story for the first Black Ops. I didn't get credit for it, by the way. [Laughs.] Because I left the company before the game ships and that's just kind of how it works.

I didn't do any of the writing. There was a great guy called Craig Houston who wrote the script. But I came up with the story for it, and I realized the reason you can't really go more complex and why the same story keeps coming up is because the kind of person who buys a Call of Duty game has a very short attention span. And I know that's a stereotype, but it's also true. I mean, we just do.

Those people in general do not want to sit down and watch a 15- to 30-second cutscene. That's too long for them.

So what kind of story can you tell where they're firing an AK-47 while helos are flying in overhead and mortars are going off behind them and you've gotta hear some guy saying dialog about a deep, compelling character-driven story behind it? It just isn't going to work. You have to stop the action to tell that story.
 

sexbad?

Arcane
Patron
Joined
Apr 7, 2013
Messages
2,812
Location
sexbad
Codex USB, 2014
Looking over the credits: http://www.mobygames.com/game/windows/doom___/credits

It doesn't look like id Software did any credits for Level Design and all of it came from MachineGames. id has credits for 'Mission Design' but I have no idea what that is. I checked the Wolfenstein credits, to see if this was common, but MachineGames has a huge section on either Game Design or Level Design.

I wonder what id Software / MachineGames did for Level Design and Gameplay Design. To me, it looks like MachineGames did a large chunk of the Single Player design. It would explain why nothing was shown since the last E3. MachineGames finishes up on The Old Blood and then moves on to Doom to get that in shape.

Thoughts?
Well it explains sexbad? description of the game:
The bigger levels are just a bunch of self-locking arenas with multiple routes to reach and leave them. For instance, in the foundry level, there's nothing stopping you from running around a good portion of the space in the level for a while and then dropping 100 feet or something to a platform beneath you that's right above a big lava pit. But then once you get down to that platform, you have no way at all of getting back up until you kill the 20 or so enemies that gradually spawn until. And really not much has happened during the roaming you've done up until that point.

It's pretty much that or worse. As I recall, the second half becomes only the arenas and not much else, like in NeueWolf. You fuck up an arena, leave, and then find another one. Hooray.
I clicked on the names credited under "Mission Design" to see what's up, and all names at id have previous level design experience, so it's safe to say that it's a strange way to write "Level Design." However, three of those people also worked on design/level design in NeueWolf, including the "Principal Mission Designer." It seems that id did have an in-house level design team, but the arena focus was likely a direct application of the NeueWolf formula.

It's better than in the NeueWolf games, since there's barely any hitscan garbage, and the enemies run around in a manner that encourages the player to run around as well, but it was likely a corporate decision on the part of Bethesda to copy the MachineGames formula and heavily consult those devs themselves.

---

Since writing that last paragraph, I opened all of the id Employee bios in those credits because I have nothing better to do. 34 are credited in some way with development or corporate stuff in either of the NeueWolf games. What's more interesting is how much new blood the development team got beyond just MachineGames employees. So many of them worked previously on other AAA shit like Assassin's Creed games, Call of Duty games, and laughably enough The Walking Dead: Survival Instinct.

It seems like before the previous iteration of Doom 4, id was a fucking skeleton crew, and they probably didn't go into full development of the game until after NeueWolf shipped and other Bethesda studios could shoot their employees to the US.

Along with the fact that the multiplayer and editor were outsourced entirely, this seems to indicate the likelihood that most employees are going to be sent elsewhere, or they already have been. It's distinctly possible that id Software will remain under Bethesda as a proprietary engine house and nothing more. People have supposed this before, but now there is solid evidence for it. They've also managed an engine that's not shit, unlike the technical mess that was id Tech 5, so there's reason for them to stay that way.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom