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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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If Doom4 Takes SS' And PK's Arena Style Of Level Design 
then fuck it, not gonna bother picking this up. 
Eh 
I like Arenas. It will be an improvement over the usual [walk through corridor, shoot enemy in front of you, walk into room, shoot 2 enemies in front of you, walk through next corridor...], etc. bollocks surely?? 
Nope 
 
 
In Doom, imps are strong enough to survive a winging by the shotgun, but a centered shot will kill them. I don't recall off the top of my head if a centered shot can take down two standing in single file.

"walk through corridor, shoot enemy in front of you, walk into room, shoot 2 enemies in front of you, walk through next corridor"
This describes the spaces between the arenas that I've seen so far in Doom 4. 
 
#1663

That's the second level, so yeah, beginning of the game. But it looks like the difficulty is just some sort of damage scalar, as you can change the difficulty mid gameplay, and those fights really didn't look any different than the ones I saw in the same area which weren't played on Hard.

Then they took the fastest option for making difficulties. Well at least it isn't the CoD style of making them miss on purpose, which is lame, but its going to end up being similar in higher difficulties (you get shot once or twice, you die) ... but i was expecting them to have some change in behavior, even if it is just changing their speed like in Quake's skill 3. Iwas under the impression that it was actually harder because the enemies seemed to shot more, but looked at the videos again, and unfortunately NO.

By the way, is there any first person shooter that has actual differences in enemy behavior when comparing difficulties? The only similar thing i know is with DM bots, and the best case with UT bots.


#1673

Well, they are an improvement over corridor over corridor gameplay, but not good enough. It's easy to get tired of them.

By the way, is there a game that is like that, without some enemies on your back or side? I knew it was bad with some videogames (i played some of them but no more than a few levels of each), but not that bad ... If it is like that, i understand fully why you prefer arenas. 
 
CoD difficulty is so boring, though as for the "intentionally missing", they don't really do correction on their shots, and more importantly, the player character has a bone in front of them by a few feet that the AI prioritizes - it means that as you're sprinting toward an objective and you get flanked, you get cinematic looking bullet fire impacting in your field of view. But yeah, Veteran just isn't fun to play (I usually do Normal or Hardened, Recruit just feels silly).

As for other first person shooters... erm, Quake? Doom/2? Blood? Probably Duke 3d and Shadow Warrior... It used to be pretty common. I always tried to play on the higher difficulties because it meant more enemies and more devious combinations.

Case in point, Quake. e1m2 introduces you to the Fiend. On Easy and Normal, you fight one Fiend who is revealed in front of you. On Hard, after killing him, two more spawn at the flanks. On Easy and Normal, the first Shambler is in e1m5, guarding the gold key. e1m3 on Easy and Normal has ogres on the platform leading to the gold door. On Hard, a Shambler in the shadows, who on death spawns another shambler. The level also opens with the corner Ogre just past the zombies on Normal, but on Hard you get two fiends.

Doom e1m1 has on the easier difficulties no monsters until you open a door, but on Ultraviolence, you get several shotgun sergeants, including two ambushing ones, on the armor path to the left. 
Quake Hard 
Is like Doom UV. 
 
They should make a "Master Race" difficulty for PC gamers.

I wonder if the Nightmare (non-Ultra) difficulty will have enemies respawning like in classic Doom. If not, that's what most PC gamers will end up playing on.

On a side note, Shadow Warrior 2 is looking really impressive. The 2013 game was really fun in the hardest difficulty (minus the cheap boss battles), and this one has mantling and double jumping like Doom 4, but is definitely faster.

However, the biggest difference between Shadow Warrior 2 and Doom 4, technologically wise, seems to be the social networking infrastructure for content creation. The real game in Doom 4 seems to be the SnapMap mode, with its online collaboration & sharing aspects helping to build communities to explore the game's possibilities. 
Difficulty 
From what I gathered during the SP stream, Nightmare is essentially Ultra-Violence, and Ultra-Nightmare is just Nightmare + permadeath.

I really hope they give us more enemies on Nightmare instead of just buffing the existing ones. 
 
I don't know what they're doing for Nightmare, but they have Ultra Nightmare (really guys?) which is basically Hardcore mode, it wipes your save when you die.

SW2 looks like Borderlands 2 meets Advanced Warfare (the movement is nigh identical, there is just a slight more swoop in Lo Wang's movement, and it makes a wind rushing sound instead of jet bursts). Grinding monsters for better loot before proceeding on the next fetch quest issued by the NPC in the safe haven. 
#1667 
frustrated with the lack of progress on Doom 4, ZeniMax came to Id with an ultimatum: make something happen, or else. The specifics of the threat are unclear, but there are plenty of rumors floating around [...]

What�s more likely, sources told me, is that if Id can�t get Doom 4 together, ZeniMax could clean house and refocus the company to work on tech like the Id Tech 5 engine, which is currently being used for multiple projects at studios owned by ZeniMax.


This partially explains the game's design. It seems that Doom 4 was designed around the SnapMap tech because Bethesda wants to use it on other games. Being able to quickly create a ton of levels, they can create a lot of games much faster. 
 
By the way, is there a game that is like that, without some enemies on your back or side?

People tend to piss and moan when an enemy spawns behind or to your flank and shoots you before you've seen it, so yeah, most modern linear shooters just present the enemies in sight and in front of you everywhere you go. The gameplay is always just: take cover, push forward, take cover, push forward, and so on until the game ends. 
That's Something 
i loved from the first quarter of Undying, where you can get attacked from behind and have to look at your back from time to time. Of course in Undying it was mostly used by melee enemies, but i can think they could use that on enemies with pistols, knifes or flamethrowers in modern military games, that give you enough time to react. 
Enemies Being Behind The Player Or Everywhere Else In His Deadzone 
is fine as long as a sight sound is perceptible.
As far as SnapMap being done to make levels for other Bethesda games faster is kind of odd since it seems to have so many limits, that and it can't do levels in an open evnironment. 
 
Are we certain that Snapmap can't do open-environment maps? I don't recall any explicit statement about that and this is now the second time I've read people saying it. Maybe I'm wrong, but it seems like a case of "id didn't show it doing open-environment maps therefore it can't do them". 
 
There is no definite NO, but he says that outdoor might be the reason why you can't recreate D4 in snapmap.
https://youtu.be/lgUB8aH9eZI?t=12m22s 
This Idea's Been Circulating Since Last E3 
I wouldn't be surprised honestly, and with the way Snapmap does things with snapping premade things together, making actual outdoor environments which feel natural requires a level editor that can do better than snapping lego pieces together (see FPS Creator's abysmal level editor). 
 
On the other hand, we know from the Snapmap stream that there's a remake of e1m2 in there that's going to ship with the game, so some outdoor/open area support must exist.

I guess this all depends on what you actually mean when you say "outdoor" or "open". Likewise I have trouble imagining how it could support an Elder Scrolls type open world. A Rage/Wasteland open area is probably right out as well. But something akin to the open areas in the original Doom or Quake? Possibly. 
Am I The Only One... 
...who thinks that monster design sucks major balls? 
Yeah. 
 
In This You Are Unique In Our World. 
 
 
Some suck, some are okay, some are good. I love the Baron design, the Revenant is fine (I mean, they didn't mess up Skeleton). Cacodemon is okay, Mancubus is... eh. Hell Knight is fine. Pinky looks good in screenshots, but his wobbly walk like the dad from Dinosaurs, and the tail, is just stupid. Imp is dumb, Possessed and all the other dumb Lazarus Event enemies are so generic I don't even really have further comment for them.

But that Baron? Yeah, I like the Baron. 
Always Nice To Be Part Of An Elite. 
Holy fuck. Those monsters are... cute. Pinky and Mancubus have those big, swoony eyes.
Might as well call themselves Walt IDsney software.

Baron is okayish, I suppose, but they're trying way too hard at mimicking th e original... 
 
I'd like if they had also included the pinky from the Doom movie (the one with a wheelchair as back legs). That was a badass design, and would work well with the D4 pinky's behavior, leaving room for the D4 pinky to behave like the classic one.

But, well, the melee-focused behavior of most D4 monsters is similar to the classic pinky behavior already. 
 
concept art

#14 is pretty sweet! 
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