Wirehead Studios

General Discussion => Off-Topic => Topic started by: J3E125 on 2014-06-13, 01:44



Title: Doom 4
Post by: J3E125 on 2014-06-13, 01:44
My brain just melted. (https://www.youtube.com/watch?v=cYjR5UzhcZA)


Title: Re: Doom 4
Post by: MadTux on 2014-06-13, 14:51
Mine segfaulted.

EDIT: What are the chances of Linux support? Nil. Source code ever at all? Nil. Shotguns? Well, I hope it will run on WINE, at least.


Title: Re: Doom 4
Post by: Thomas Mink on 2014-06-13, 16:57
Mine went... "woo..."
Yea, I need more than just that to get me hyped. And even then, I'm extremely pessimistic about things.


Title: Re: Doom 4
Post by: Phoenix on 2014-06-13, 17:07
The visuals on that cyberdemon look great, but visuals alone do not make a game.  I am cautiously optimistic.  I will wait and see.


Title: Re: Doom 4
Post by: MadTux on 2014-06-13, 17:30
Did anyone here get Wolfenstein the New Order (with that DooM 4 beta promise)?

EDIT: Isn't it sort of funny that almost nothing happens on this forum, but whenever there is a new post, everyone answers pretty promptly :D


Title: Re: Doom 4
Post by: Phoenix on 2014-06-15, 04:52
There's not nearly as much activity on the board as in days past when we were in the .99a-.99e stages of Gen development.  I'd say mostly because humans tend to find a mate, become involved in rearing young, and that takes over their lives, so most of the WH team has gone that route.  I, being an immortal mythological creature and the only one of its kind, don't have those same concerns so I tend to squawk a bit more here.  I check the site at least once a day.  :smirk:

As for Wolf... I did not pre-order it.  It's rare I ever pre-order any game.  I tend to wait until games are stable, with all the major bugs patched, and then pick them up for about $20.  I like to save the big money (ha ha) for hardware.  I'll pick Wolf up sometime when it's on sale.

Now as for anyone else having the Doom 4 beta access... I have 3 Steam friends that have the game, but I don't know if they have the Doom beta access or not.


Title: Re: Doom 4
Post by: MadTux on 2014-06-15, 06:55
Well,  I'm a schoolboy so I've got more free time, and I also check almost every day. And I'm a penguin.

As soon as DOOM beta comes out, Youtube will probably be flooded with videos anyway.

                      A
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  Trying to get used to DOOM, not Doom 4


Title: Re: Doom 4
Post by: Angst on 2014-07-29, 21:55
Doom3 was beautiful when it released.. But I had a difficult time feeling like it was DooM.. Hopefully this.. what? re-reboot? captures the essence of the original better.


Title: Re: Doom 4
Post by: MadTux on 2014-07-29, 22:00
I still can't believe there aren't any video leaks from Quakecon. It's mindblowing  :wtf:


Title: Re: Doom 4
Post by: J3E125 on 2015-05-28, 04:15
How about that new Doom teaser? It actually hyped me up.

Has anybody seen that scrapped Doom 4 trailer?


Title: Re: Doom 4
Post by: Phoenix on 2015-05-28, 18:11
The only Doom 4 trailer I saw was some shots of a cyberdemon walking, showing off its metal bits and you see its face at the end.

The current teaser doesn't show much beyond a double-barreled shotgun and a revenant.  It looks good, but certainly works as a teaser:  I want to see more.  I just hope they go back toward "classic" Doom with the look and feel of this.  Doom 3 is a great game, but we know what we all really want.  :doomed:


Title: Re: Doom 4
Post by: Quaker540 on 2015-05-28, 21:47
What I think; No expectations and no hype until I see actual details in game. I waited over 11 years for the new Doom game to come out (Yes, I did tried Doom 3... But I'm a bit of a Doom purist and does not count as a Doom title in my book) and since then the game showed many shit I don't like -- Should never ever be implemented in a Doom game. Has anyone seen the scrapped Doom 4 footage? If you did, then you will see what I mean. Once you watch the first 5 seconds you will think "...Okay, now where's Doom?" because everyone can instantly realize that this game just wasn't Doom. It may be good for a Call of Duty or Battlefield game, but NOT as a Doom game.

I'm glad they wake up and are trying to make the game just like it's predecessors = Unique and satisfying. I'm not into this modern, repetitive crap I'm watching for the last 7 years.


Title: Re: Doom 4
Post by: J3E125 on 2015-05-30, 08:51
I agree. The scrapped Doom 4 footage was admittedly cool, but it really did seem like more mediocre garbage. I would not wait 11 years for a modern fps Doom.


Title: Re: Doom 4
Post by: Makou on 2015-06-15, 06:06
So a new trailer was revealed tonight (https://www.youtube.com/watch?v=NteAPGprDJk). It is no longer Doom 4, but merely "DOOM." Another reboot. They seem to have the weaponry correct, but based on other footage they showed tonight that isn't in the trailer, we have...

-"cinematic" falling sequences where our beloved Doomguy stops to recover from a fall -- no falling damage,though

-action much slower than what's shown here, and a fairly light population of enemies

-enemies drop health pickups like candy from a pinata, almost as though it's guaranteed

They're calling it Doom. But it's very much still not Doom.


Title: Re: Doom 4
Post by: Thomas Mink on 2015-06-15, 10:20
See... now that trailer has me wanting to see more, even in spite of all other things said afterward.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-15, 16:08
That trailer looks absolutely badass.  It's like they took a page from Brutal Doom.  If they make the game as good as the trailer, I'll be sold.  I'll reserve judgment until more content comes along... but the trailer is definitely badass.  :!:


Title: Re: Doom 4
Post by: Phoenix on 2015-06-15, 17:43
I... uh... just found this:

http://www.gamespot.com/articles/doom-debut-gameplay-trailer-brings-out-the-gore-an/1100-6428086/

The two videos show actual gameplay footage.  Here's my thoughts:

You get health and ammo rewards for killing enemies, and doing "finishing" moves seems to give you more.  You're being rewarded for combat instead of punished.  This is the exact opposite of how Duke Nukem Forever did things (and any other regen health game).  This means you're encouraged to get out and brawl with the demons.  I LIKE THIS.

Weapon selection is wheel-based, I would assume for consoles.  Slowing down the game during weapon changes makes this mechanic work better since you're not getting your ass kicked while fiddling with the interface.  I like this as well.  If the PC version will have classic key binding, then even better, but I could live with this interface.

Environments look a LOT more interesting than Doom 3.  It's not all pitch black.  This is about action - ripping heads off, chainsawing demons in half, blowing chunks out of monsters with shotguns - not creeping around in the dark, fighting one monster at a time.  At times I saw up to five monsters simultaneously.  I couldn't see perfectly in the second demo, but it looked like one monster went to attack another in front of the player.  If monster in-fighting is present that will be a HUGE nostalgia win.

You can actually MOVE AROUND.  You can jump and grab ledges to get on top of stuff, drop down from heights without taking damage, and even stomp monsters from above Mario-style.  The monsters seem to move around a bit as well.  I saw imps(?) jumping from ledge to ledge.  The player was killing stuff too fast to really analyze any AI in depth, but the player had to keep moving to avoid being ripped apart.

Lastly:

GIBS.  BLOODY. SPORKING. GIBS. EVERYWHERE!!!

I don't know what the final product is going to be, and I seriously hope they do not screw up the PC launch, but I'm quite impressed with what I've seen so far of the combat mechanics, and the visuals are just... Beautiful, though I hope the Hell portion isn't all completely yellow.

This may not be Doom in the "purist" sense, but to me it looks like the direction Doom 3 should have taken.  I'm wanting to play this, and I'm definitely wanting to like it.


Title: Re: Doom 4
Post by: Thomas Mink on 2015-06-15, 19:09
I... uh... just found this:

http://www.gamespot.com/articles/doom-debut-gameplay-trailer-brings-out-the-gore-an/1100-6428086/

The two videos show actual gameplay footage.

~snip~

This may not be Doom in the "purist" sense, but to me it looks like the direction Doom 3 should have taken.  I'm wanting to play this, and I'm definitely wanting to like it.

I agree with all of this. If Doom 3 played anything similar to this instead of relying on dark corridors with cheap jump scares, I might have liked it a lot more.


Title: Re: Doom 4
Post by: Angst on 2015-06-15, 19:50
Ok, so here's my take..

I am.. Somewhat dissapoint.

I heard a lot of hype about how they were speeding it up/revamping. And this isn't Doom fast, this is console fast. I don't see/feel a significant speed difference from Doom 3, tbh, and this makes for a sad Angs7.

I honestly don't see a huge departure from the Doom 3 art direction, either. And I'm still a bit bummed that it's so orange. I miss the DooM palette, grey, green, etc.. Most of the "more open" is really just adding vertical.

In my estimation, "Doom" == Doom3 - flashlight + doublejump + mantling + executions

While I understand their purpose, the console gimmicks make me twitchy.

All in all, definitely a grumpy old man moment. I'll play it, and I'll probably enjoy it, but it really doesn't scratch that DooM itch.  :doomed:


Title: Re: Doom 4
Post by: Phoenix on 2015-06-15, 20:27
Which is why we still have the classics.  :doom_thumb:


Title: Re: Doom 4
Post by: Gnam on 2015-06-15, 20:36
My biggest complaint about Doom 4 is the recycled monster designs from Doom 3. I thought we were past this stupid "no horns" hell knight design from 2004. Modders created a horned hell baron variant which was 10x better and showed that the Doom3/movie hell knight really was due to be scrapped. The vanilla Doom 3 imp is easier to ignore, but still underwhelming.

The single barrel shotgun spread, despite its lateral crosshair design, appears closer to its crappy Doom 3 width and doesn't inspire confidence. It really should have been closer to the spread sizes of the single barrel in Brutal Doom, Doom 1, and Quake 2.

In general, the wide open spaces are a huge improvement over Doom 3, but it still kinda feels like just a BFG Edition mission pack with brighter lighting and melee executions tacked on. The melee mechanics would have been impressive if Brutal Doom never existed, but I am just over the gimmick by now. I also think this mechanic would be much better if it was dependant on a temporary quad-esqye variant of the berserk powerup. As is, having the ability to rip enemies apart at any time ruins any sense of fear they might otherwise instill.

The slow-mo during weapon switching is silly, because even on consoles, creating insta-binds which work on gamepad is pretty easy (i have played Q3 bots this way). I have a bad feeling that the game will still force you to have a second of slow-mo even on PC when you are insta-swapping with the keyboard, which would pretty much ruin the advantage of a 10 gun system.

Coloring the helmet green instead of blue/grey makes it look too much like Master Chief instead of Doom Guy. Such an obvious, easy mistake to avoid.

The enemy behavior appears faster than Doom 3, but still pretty slow. I don't see imps bouncing off the walls, nor hell knights dodging about as they chuck fireballs...which is pretty much what is needed to maintain a challenge in a modern arcade shooter. In general it seems too easy to gib high level enemies with only one or two long-range SSG blasts.

The lack of puzzles and backtracking reminds me of Painkiller. It seems like you are just running and gunning blindly through the set pieces forever, which omits a major part of what made the original games fun.

The 2D ammo icons dropping off of enemies seems really immersion-breaking and silly to me. Looting realistic ammo boxes off of enemies which actually used those weapons was more logical, AND more challenging, as too many firefights with the wrong enemies could deplete your ammo. It appears that in Doom 4, as long as you keep doing fatalities, you will never actually have to hunt for ammo.

If it has co-op, it will probably be reasonably entertaining, but the lack of a fresh new take on the monsters and weapons makes it all seem sort of mediocre and underwhelming. It's not the brand new re-imagining of Doom we've been waiting for since 2004, it's more like an incremental improvement to the Doom 3 formula.

EDIT - At least they did the cacos right:

(http://assets.vg247.com/current//2015/06/doom_e3_2015_1_Cacodemons.jpg)

But that Hell Knight REALLY needs to go.


Title: Re: Doom 4
Post by: Kajet on 2015-06-15, 22:16
I'm not sure... the executions or whatever you want to call them remind me of the melee kills of Serious Sam 3, I didn't care for them there because they seemed to just interrupt the action with what amounted to a second long cut scene, one that got old fast for each monster...

And I agree with Angst, this isn't PC DooM, this is console doom.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-16, 01:06
Tough crowd we got here.  The purist in me likes that.  I'm hoping they feel the pressure to improve on what we're seeing so far and make it into something you guys can like.  :doomed:


Title: Re: Doom 4
Post by: Gnam on 2015-06-16, 02:46
I am just so sick of that vanilla D3 Hell Knight. At minimum they would have at least needed to add horns and some sort of eyes to keep me on board, like the Ruiner mod did:

(http://media.moddb.com/cache/images/mods/1/11/10042/thumb_620x2000/baronofhell.jpg)

I don't think that every enemy design needs to be some kind of cartoony over-literal recreation of the original Doom 1 sprites (like this (http://the-goddamn-doomguy.tumblr.com/post/35370382630/wonderful-gmod-models-based-on-classic-doom)) but the Geiger-esque "no eyes, dome face" gimmick was done to death in Doom 3 and the Doom movie.

I also really think the Cyberdemon looks too much like someone stuck rabbit ears on a locust from Gears of War:

(http://vignette4.wikia.nocookie.net/gearsofwar/images/2/22/Drone_GOW_3.png/revision/latest?cb=20111102213257)

(http://imagescdn.tweaktown.com/news/4/5/45881_08_doom-4-screenshots-released-4k-resolution_full.jpg)

Why is the cyberdemon wearing CLOTHES? What was most memorable about the original Cyberdemon was how gross it was to see its naked flesh, exposed intestines and all. The lack of a machine leg makes him look even more generic...I don't think the GOW look belongs in Doom enemies.

To be clear, the game should take some artistic liberties, do some new things visually, and not always recreate everything exactly from the original games. However, in these cases, the look really should be closer to artists like Wayne Barlowe (https://waynebarlowe.wordpress.com/artwork/hell/) and not so much like existing generic shooter games.

I will end on a high note and say that these shots of the spectre/pinky, as blurry as they are, actually look pretty spot on:

(http://40.media.tumblr.com/9e20666d1e7b23648b127a036d9a7003/tumblr_npzp4w4opj1r2to8go1_1280.jpg)

(http://41.media.tumblr.com/60e588f13df419180bfbb64038903602/tumblr_npzp4w4opj1r2to8go2_1280.jpg)

Why can't all the enemies be so well done?


Title: Re: Doom 4
Post by: Makou on 2015-06-16, 04:38
One thing I will admit, after giving it some thought, is that I may be being too hard about the apparent speed, enemy population and the health drops. There are two key things we don't know right now: What difficulty level is this footage from, and how does the difficulty scale?

A great deal of Doom's first epsode is rather empty on the two lowest difficulties. Higher difficulties are still sparse compared to later episodes and especially areas in Plutonia, but the population does increase notably with your chosen skill level.

And with the health drops... do those decrease in number, possibly to near-zero, as the difficulty rises? Could it be that we'll be required to play at a level comparable to Ultraviolence to get an "authentic" Doom experience?

I'd be fine with that.


Title: Re: Doom 4
Post by: Thomas Mink on 2015-06-16, 14:12
I myself had some thoughts.. mostly in relation to why I think what I do, because I remember being hugely purist about certain aspects of certain things in the past.

I'm not expecting an exact recreation or an 'authentic' experience. I've expected that sort of thing before with games in the past and ended up sorely disappointed. Now I take things for what they are. The old classics are already made and done, and can still be enjoyed by everybody.

That being said, some things did jump out initially but I was actually somehow able to let them slide... with the exception of one thing, which I'll get to. The first thing, though, is the run speed. It seemed slow, like really slow. And I'm someone who always played the original games NOT running, unless I felt I really needed to, because I felt the run speed there was way too fast.

The second thing are the strange 2D sprites for the health and ammo drops. A big part of me is saying they're only placeholders, but... that might be being a little optimistic. They really do look so out of place with the rest of the game.

Then the last thing is, of course, the executions. I never played Brutal Doom, but I have seen gameplay of it. That being said, they stood out as initially awesome. But thinking about it, I can see them getting really old, really fast. I love the idea put forth by Gnam that suggested tying them to an updated version of the Berserker powerup. It just makes way too much sense.

All of that being said, it still looks like a fun game to me. With a few changes, I think it can look even better.

...and I totally agree about the Cyberdemon. The missing mechanical leg stuck out to me in a bad way. It's possibly the most iconic enemy, and is so for a reason. But they're trying to make him look like a generic demon... a pretty big one, admittedly, but still kinda generic.

EDIT: After watching the trailer again, the Cyberdemon DOES have a mechanical leg (his right leg, from the knee down)! It's so noticeable that you have to be specifically looking for it, though. ......


Title: Re: Doom 4
Post by: Phoenix on 2015-06-16, 17:52
I ran across this pic that someone 'shopped:

(http://i.picpar.com/u5yb.gif)


Now if someone can get Id/Bethesda to maybe alter the color palette in this manner the visuals might be a bit closer to classic Doom and Hell would look a little less like Stroggos maybe?


Title: Re: Doom 4
Post by: Gnam on 2015-06-16, 19:27
My girlfriend and I were talking about that last night...the ambient color effect in modern games is just too strong and excessively overpowers the native color of the objects beneath. Even a compromise which retains some of the orange glow would be preferable to making the game totally sepiatone.

(http://i1288.photobucket.com/albums/b500/Gnalvl/u5yb_zpsyq6kalgl.jpg)

The vanilla D4 look reminds me too much of the HL2 rock below:

(http://i.kinja-img.com/gawker-media/image/upload/18nhdbdyq55g6jpg.jpg)

And while I'm posting random gifs other people made, this is exactly why I'm sick of the Doom 3 demon designs:

(http://www.doomworld.com/fredrik/img/xenomorph-hellknight.jpg)

It's just too derivative to justify shoving our faces in it a second time around, after 10 years.


Title: Re: Doom 4
Post by: Kajet on 2015-06-17, 01:17
Yeah... DooM is seeming more derivative these days and not as original as it once was... Visually I mean, I hope the music is just as good as in the original two games.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-17, 20:15
Well, this is a first reveal.  Send them some feedback over at Id!  Monster designs could be altered between now and release.  Tell them what you think!  You never know.  They might listen and make some changes.


Title: Re: Doom 4
Post by: ~Va^^pyrA~ on 2015-06-18, 21:57
I have to agree with the general sentiment; the art design is still essentially Doom 3, which always felt pretty bland to me. Outside of that, the gameplay itself looks promising. I just hope all of the parkour and melee are done by the player, ala Brink, and not semi-scripted scenes.

I still would prefer a proper sequel to Quake, with Lovecraftian beasties instead of Strogg! :P


Title: Re: Doom 4
Post by: Phoenix on 2015-06-18, 23:21
Yes... Poor Quake 1 never got a proper sequel.  It's ironic that I did not like Quake 1 at all when I first played it, yet now I find I'd rather have a sequel to that than any other Id title at this point.  If it ever does get a sequel I just hope they don't give it the Quake 4 treatment.  To this day I still hate what Raven did to the look and feel of the Q2 universe.  They absolutely ruined it.


Title: Re: Doom 4
Post by: ~Va^^pyrA~ on 2015-06-19, 05:26
I always felt that Quake 4's art direction was very much in line with that of Doom 3, though. I'm not a fan of it in either case, but it seemed to me that they were attempting a similarly sleek look for all of the enemies.

I still like the plot point of becoming a Strogg! Quake 4 had that going for it, at least.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-19, 16:21
Except they spoiled it from the start.  Before the game was released, it was revealed that you'd be "Stroggified" during play, so they even screwed that up.  That's the sort of thing you want the player to find out on their own!  :wall:


Title: Re: Doom 4
Post by: ~Va^^pyrA~ on 2015-06-19, 21:34
Ah, I can't say I recall much in the way of specific adverts from its lead up. That's pretty sad, though. It's also the exact reason I watch "teasers" in place of "trailers" for films that I'm interested in.


Title: Re: Doom 4
Post by: Thomas Mink on 2015-06-19, 22:42
I don't mind spoilers too much. If a certain aspect of a movie/game/book/whatever is good, it'll be good regardless if I know or not. And if the movie/game/book/whatever's good enough, I'll have forgotten and be surprised anyway.

Quake 4, I actually didn't mind all that much. I never played it to the end, but it didn't seem too bad to me.. then again, I don't remember much of anything about the game either really. I liked it more than Doom 3 anyway.. at least that's what I remember thinking at the time. But keep in mind that for the longest time I couldn't really stand Quake 2. It seriously took me forever just to get over the name, let alone play it to the end (which I surprisingly have indeed done).


Title: Re: Doom 4
Post by: Kajet on 2015-06-21, 01:56
Yeah I kinda wish Quake 2 DIDN'T have a sequel, Or that enemy territory game, both were pretty meh I thought.

To be honest I miss the good old days when a game was just... a game, now everyone's got a story to tell, and that kinda ruins the possibility of co-op.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-23, 02:08
The only bad thing about Coop is so many people don't understand the "cooperative" side.  I remember trying to play some Q2 coop with the Ground Zero mission pack, but one individual just wanted the Rambo the whole game, which kind of ruins it.  I think the last Coop I played was a Doom3 mod with Visimar.  We only got half way I think.


Title: Re: Doom 4
Post by: Thomas Mink on 2015-06-23, 16:14
The only bad thing about Coop is so many people don't understand the "cooperative" side.  I remember trying to play some Q2 coop with the Ground Zero mission pack, but one individual just wanted the Rambo the whole game, which kind of ruins it.
Guilty.
Kinda sums up how I tend to play coop in the old games.. which I admit does kinda ruin it. But I mean, if I can play the game solo, adding more people into the mix really only makes it easier.
I remember in a Doom coop once with two others, they had friendly fire on. I'm sure I ate more than a few 'accidental' shots for my Rambo antics.. which was indeed confirmed to me later. :)

Now if they make a specific coop option instead of it just being 'single player with more people'.. then I think things might work better.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-23, 19:25
That's something I had thought about back when Quake 2 was fairly new.  Looking at the hub system, I was wondering, why couldn't a game be made where you had a level hub, and someone could be playing on one section completing an objective, and someone else could be playing another section completing another objective, and then they'd meet back at the main hub to proceed together?  The Left 4 Dead series kind of made cooperation essential to a degree with the "helpless player" gimmick, but it's still the same people plodding together along the same path.  There's no real necessity beyond "help the guy that got pinned in some way" and "everyone shoot in different directions when the horde rush starts".

To me, a good coop game would make it so that you have to work together to pass obstacles and sometimes have to take separate paths, while at the same time having areas where you'd be fighting together and nobody could pass until that objective is finished.  I'm sure we've all played some kind of game where we have to keep an NPC alive at some point while they do something tricky?  Well, how about your buddy has to cover you while you do the tricky thing, or vice-versa?  Say a door is malfunctioning, and someone has to "hot wire" it to open it from one side, and you have to cover them while they work the panel.  Then, they have to stay put, you pass through the door, and then you hit the open switch from the other side, and your buddy can now come through.  You'd need some way to keep the player that just went through the half-open door from running off, but little things like that can make coop more difficult.  You can also have things like doors with multiple switches that require more than one person to operate at the same time, like how you can't launch a nuclear missile without two people activating the launch keys simultaneously, etc.  There's ways to make things work if the devs aren't lazy.



Title: Re: Doom 4
Post by: Gnam on 2015-06-24, 02:26
Pho I agree with what you're getting at. I have imagined for a number of years that the ultimate evolution of Doom 1 level design would be a Metroid/Igavania structure where each "episode" setting is actually one giant interconnected map with a procedurally-generated monster "ecosystem" similar to STALKER's. There could be multiple branching paths to make it through the episode, yet even if you needed to backtrack to a previous "level" as in Quake 2, it wouldn't carry the boredom of returning to a previously-beaten empty area, as new monsters may have wandered into the location. It would also add a lot of replay value, as enemy positions could not simply be memorized and instead you'd always have to be on the guard for chance encounters.

This kind of structure could be bring varied co-op play, as certain parts may be better handled together or by splitting up. As someone who pretty much only plays games these days if my girlfriend can join in, I am always a proponent of co-op design.


Title: Re: Doom 4
Post by: Phoenix on 2015-06-24, 20:19
Stalker:  Shadow of Phobos?  That sounds like a pretty interesting concept!  :doom_thumb:

Something else I thought might be kind of fun was if someone did a Starcraft-style game with Id monsters and characters.  You'd have the Doom bestiary, Quake's monsters, and Quake 2's Strogg, against the player types from each of the original games.  It could be played in various ways:  All marines vs all monsters, marines vs monsters but the monsters are also vs each other, monsters vs marines but the marines are against each other, or a 6-way game of every faction for itself.  Monster and marine spawns would be adjusted based on game type, and each faction would have its own teleportation devices for reinforcements, upgrading such would allow it to spawn in bigger monsters or smaller ones more frequently depending on the upgrade.  Upgrades for marine bases would result in more marines spawning in, or marines with heavier weapons and armor spawning in.  Bases could be strengthened by the addition of key-operated barriers where someone attacking the base would have to acquire the appropriate colored key to advance past that barrier, while "friendlies" could advance through it at will.  Teleportation pads could also be built so that forward positions could more rapidly be reinforced.  It would be "last team standing".  Once someone's primary portal was shut down they could no longer reinforce, and unless their remaining troops pull off some kind of miracle win, that team is defeated.

This idea kind of popped into my mind when someone posted a pic of Starcraft on Planetquake and there were a bunch of fiends, grunts, ogres, and a shambler attacking the Terrans, and there was a bubble over one Terran's head that said, "Where the hell did THESE guys come from?!?"  If Id ever made something like that I'd probably play it.


Title: Re: Doom 4
Post by: Gnam on 2015-07-29, 19:14
Muliplayer hands-on from Quake Con:

http://www.windowscentral.com/quakecon-doom-multiplayer-impressions

Arsenal is limited to two weapons plus grenades, based on loadouts you pick before spawning. Since you can choose the RL to spawn with, they nerfed it, and allegedly it "will not kill in only 1-2 hits". The game's sniper weapon is a "static cannon" which is charged by sprinting.

While I'm not sure the multiplayer needed to be a perfectly-faithful replica of Quake-style deathmatch play, I'm not really sold on these new mechanics either. Having experimented a lot with overhauling weapon balance in the Halo games, I think quality DM play is still possible under a two gun + grenade limitation, as long as players still need to pick up better guns off the map. However, spawn people with whatever two weapons they choose and its pretty much "Call of Doom" all over again.


Title: Re: Doom 4
Post by: Phoenix on 2015-07-29, 21:10
I think a lot of that will depend on game mode.  For a team-based game, it's not as much of a big deal.  For FFA I'm not quite as sure.  Rocket Arena worked well by spawning players with all the weapons, and Fully Loaded in Gen can be fun.  Limiting it to spawning with two weapons of choice... I'm not so sure about that.  Some weapons will be ignored completely.  That's how it worked in Rocket Arena.  In RA2, primarily you'd use Rocket Launcher and Railgun.  Occasionally someone might use the Grenade Launcher, but the other weapons - Super Shotgun, Shotgun, Machinegun, Hyperblaster, and Blaster were ignored for the bulk of play.  Occasionally one of them might be used as a finishing weapon or fallback if you ran out of ammo.  The Chaingun was frowned upon for the most part when I played.  It was just kind of an "honor" thing not to use it.

If they keep this scheme for Doom, some weapons won't get used and other weapons will be used a lot, which will lead to bitching about weapon balance, which will lead to nerfs, then more complaints... etc, etc, ad nauseum.  The alternative is to make a points system where using a less powerful gun gives more points, but then you can have someone soften 3 players up with a rocket, get killed, then have someone else pepper the room with a light machinegun and get 3 lucky kills and get more points for it - despite someone else having done the work for you.  You can make a convoluted "points per hit with weapon" system, but then you reward people for damage done but not frags.  I'm not to keen in gimmicky points systems like this.

If they spork up multiplayer weapon balance, hopefully it will be modable so we modders can fix it and make it awesome again.  Maybe during the Beta phase they'll change their minds on how this will work?


Title: Re: Doom 4
Post by: Kajet on 2015-07-30, 22:34
Gnam... that is so incredibly depressing to hear...


Title: Re: Doom 4
Post by: Gnam on 2015-07-31, 15:57
I agree that Rocket Arena itself is not so bad, but indeed, it's a big advantage that with all weapons at your disposal, the weaker ones can be situationally useful in some niche role.

This two weapon-only business seems to carry the limitation in competitive fast action that typically comes with console games, without even any of the advantage in immersion or "realism" that sometimes come when these limitations are used in tactical shooters...worse of both worlds scenario.

Fortunately, at least there are some indie titles in the works like Reflex, Toxikk, and Wickland which seem to provide more interesting variations on the deathmatch formula:

http://store.steampowered.com/app/328070/
http://store.steampowered.com/app/324810/
http://store.steampowered.com/app/321260


Title: Re: Doom 4
Post by: Phoenix on 2015-08-01, 01:14
I'd have to say Toxikk is the only one that seems to hold any interest for me so far.  I've seen videos of it and Reflex.  Reflex looks way too CPMA-ish for my tastes.  Wickland has nice visuals, but doesn't seem to know what it wants to be.  Superfast movement with monsters that shoot Quake-like weapons... it's kind of like a strange mashup.  Toxikk looks like it's more in line with Unreal Tournament.

Honestly for Doom I'm more looking toward what the single player is going to be like.  If the single player turns out really good, and multiplayer can be modded, then it's an easy fix.  If the single player is awful... well, I just hope that doesn't happen because I really want to like this game.


Title: Re: Doom 4
Post by: Gnam on 2015-08-06, 18:22
My girlfriend and I have played several hours of Toxikk so far and it's definitely the most polished. It combines the UT2004 dodge-jump manuever with UT3 gravity, for a less floaty feel (which is what I always hated about the UT2k games). The weaponry is sort of an interesting remix of what we're used to, it's got a traditional shotgun with double-barrel altfire...a plasma gun and railgun are combined into one weapon, etc.

Reflex is pretty much a clone of CPMA, and while the lighting effects are nice, the majority of the maps (all user made) are untextured, and most of the weapons aren't modeled yet. One thing I like is their reworking of the CPMA BFG into a "stake gun", which is essentially a projectile-based alternative to the Railgun. The stake travels around 2000ups with a gravity arc and 100 damage (which differs from the RG's 70 or 80 damage). I'm sure it will look nice when its finished, but until then, it does feel a bit redundant.

In Doom 4 news, some people at Doomworld have spotted the Baron of Hell as separate from the Hell Knight:

(http://i.imgur.com/Pm6VWIz.png)

(http://i.imgur.com/1gSShC8.png)

The original Baron also appears in some statues in the environment:

(http://i.imgur.com/F1jHvYP.jpg)

They also snapped a better look at the Spectre:

(http://i.imgur.com/eiWaIE5.png)


Title: Re: Doom 4
Post by: Gnam on 2016-02-05, 20:57
Steam has a page for the new Doom up (http://store.steampowered.com/app/379720/), which allows you to preorder and features some new in-game footage, including a detail shot of the player being stomped by a Baron of Hell. It looks totally unlike the Doom 3 Hell Knights and much more faithful to the original Doom Baron designs. Nice to see they didn't screw that part up!

You also get to see a full body shot of the marine armor:

(http://cdn.akamai.steamstatic.com/steam/apps/379720/capsule_616x353.jpg)


Title: Re: Doom 4
Post by: Gnam on 2016-02-06, 06:42
Found some better pictures than the one I poorly screencapped:

(https://pbs.twimg.com/media/CZZp7b9UMAA9Mw0.jpg:large)

Game Informer's Doom hub (http://www.gameinformer.com/p/doom.aspx) sports a blown up piece of Baron concept art:

(http://41.media.tumblr.com/55836eac2b2e49d3a84ed91303872e29/tumblr_o0joy6YHsP1szcxzqo1_1280.jpg)

The Lost Soul has also been revealed:

(http://cdn1.gamepur.com/images/doom/gameinformer-article-screenshot-5.jpg)

It also seems Id listened to fans' criticism of the early caco screens and punched up the color:

(http://www.dsogaming.com/wp-content/uploads/2016/01/Doom-new-screenshots-4.jpg)

The pink appears up close and personal in the first video on Steam, but I couldn't get a good screencap. It looks decent and definitely more faithful to the original Doom than Doom 3, but it still doesn't look as good as Greg Punchatz (https://twitter.com/GPunchatz)' Doom 64 model:

(http://41.media.tumblr.com/ae3f9da3ad5ddfc41c4697b790c4e7f7/tumblr_o10idmExuO1s95hkno2_1280.jpg)

(http://36.media.tumblr.com/3efb138da1779ddd738793f11599d2e1/tumblr_o10idmExuO1s95hkno1_1280.jpg)

Best level shot so far:

(http://cdn4.gamepur.com/images/doom/gameinformer-article-screenshot-1.jpg)


Title: Re: Doom 4
Post by: Phoenix on 2016-02-07, 05:04
I just watched the trailer on Steam.  I definitely like the change in the Cacos.  Angs7 posted a small rant about the twin chaingun weapon in the new video.  Looking at the previous screenies here, there's a different chaingun in the E3 trailer.  I'm wondering if they changed the chaingun or if they are two different weapons?


Title: Re: Doom 4
Post by: Gnam on 2016-02-10, 00:37
I'm wondering if they changed the chaingun or if they are two different weapons?

It must be part of the upgrade/progression system they have in place...the same one that allows you to put three shot bursts or "grenades" in the shotgun. I supposed you start with a single chaingun and an upgrade allows you to add extra ones...I agree it's ridiculous though.

The thing that's dispelled a lot of my cynicism is recent mentions article have made of non-linearity and exploration in the new Doom.

http://wccftech.com/doom-difficulty-dialed-nonlinear-exploration-confirmed-story/

Quote
When you think about DOOM and DOOM 2, particularly the further you got into the game, there’s a lot of getting lost. It’s just these mazes that you can get lost in, in a good way as you’re searching around for secrets, keycards, pickups and all the goodies. There is definitely that aspect to it. I wouldn’t say that we focused on making sure that people got lost, there’s a way out to get to that next combat, which is really what the focus of the game is, getting to that next horde of demons that you can take out. But the exploration is really fun, there’s a pretty good sense of that non-linear exploration.

http://www.gameinformer.com/b/features/archive/2016/01/08/doom-10-badass-moments-from-our-hands-on-session.aspx?PostPageIndex=3

Quote
Doom isn’t all about combat. When the demon legion isn’t trying to sever your head from torso, exploration takes center stage. The UAC environments are densely populated with high technology and containers in various states of disarray.

Each new area or bulkhead brings up exploration options. You’ll stumble upon locked doors requiring key cards (just like the old Dooms), and if you are thorough in your investigation, you'll find hidden areas tucked off to the side or occupying vertical spaces. I found a series of crates I could ascend, leading to a full armor pickup. Another series of vertical maneuvers gives way to the plasma rifle, which can also be obtained later in the game, but can be added now for eagle-eyed players. Marty Stratton, Doom’s game director and executive producer, says secrets like this are in great abundance and should give players plenty of reason to veer off the critical path to explore.

This calms my concerns with early statements that Doom 4 would be "non-stop action, always moving forward" to the point of feeling on rails. Sure, it might not fit the Metroidvania structure I'm wishing for, but if the exploration and puzzles aren't completely forgotten then I can't knock it too hard and the game should at least be playable.


Title: Re: Doom 4
Post by: Kajet on 2016-02-10, 02:54
I suppose I should state for the record that I was in the Doom 4 Multiplayer beta and... it's just two gun halo style shit...

I still hope that the regular single player isn't so crippled but I doubt it.


Title: Re: Doom 4
Post by: Phoenix on 2016-02-10, 20:13
I'm more interested in the single player over the multiplayer, but that's just sad, Kajet.  I suppose it will be up to the mod community to fix it.


Title: Re: Doom 4
Post by: Kajet on 2016-02-13, 00:46
I know... It's fairly hard to say if it is the same in the single player considering they ruined Quake 3 Live with the two gun thing, and that's how DNF ended up... But I heard that some videos have shown the new Doom with multiple weapons in single player.


Title: Re: Doom 4
Post by: Phoenix on 2016-02-13, 18:57
I can verify that it's definitely "carry all the guns you want" in single player.  There's a selection wheel that, when active, slows time down so you can choose a gun without getting dismembered.


Title: Re: Doom 4
Post by: Thomas Mink on 2016-02-13, 20:53
Yea.. every video I saw on single player was a 'carry all weapons' ordeal.

Also remember it being mentioned that you don't need to use the wheel and could hot-swap between guns without slowing time.. so that's nice too.


Title: Re: Doom 4
Post by: Gnam on 2016-03-19, 18:19
I have mixed feelings about this new multiplayer trailer:

https://www.youtube.com/watch?v=kNFUAH3V1U4

In some ways, the demon gameplay looks kinda cool. The "first person horns" of the Baron gameplay are a funny yet somehow appropriate touch. The imp seems fast enough to compensate for what is probably a pretty squishy character.

...but that execution animation on the Baron is really bad. It's the second most iconic boss monster in the Doom franchise, and but you kill it sitting on his chest like an overly-friendly cat? It's just not visually convincing the way the Baron is miraculously toppled by a marine that's literally half his size. All I can think of this:

(http://image1.masterfile.com/getImage/700-00865680em-Woman-Lying-Down-With-Cat---.jpg)

Yep, that's how to kill a 12ft tall Baron of Hell with your bare hands.

Other than that, I feel like the 2 weapon carry limitation is not nearly so bad as actually spawning with two guns of your choice and having no weapons on the map. If you could only spawn with a pistol (or even a choice of weakened sidearms) and went about picking up any two guns off the map, it'd be 10x better.

I believe it's claimed that players will be able to create there own gametypes which could get around these issues, but if you can't actually find anyone playing those custom gametypes it still defeats the purpose of having a brand new popular deathmatch MP shooter.

Lastly, it seems to me like Bethesda missed the obvious point that if you're going to slow down player movement so much, then you need an emphasis on location damage (re: headshots) to keep things challenging. Even Doom 3 MP at least figured that part out...


Title: Re: Doom 4
Post by: Gnam on 2016-04-02, 16:33
Just FYI, the non-NDA beta for Doom multiplayer started yesterday, so there are now a ton of Let's Plays on youtube. The damage values are all nerfed to compensate for the fact that you choose weapons to spawn with... direct rocket hit does 55, plasma does 6 or on a rare occasion, 9. The SSG seems to top off at around 65 damage.

There are at least two different sniper weapons to spawn with capable of doing more damage than the rocket launcher, plus an additional "power weapon" sniper that always one-shots. Basically the only projectiles are rockets, plasma, demon projectiles, and the rare BFG no one has seen yet.

Movement looks like UT3, if you took out dodging and wall dodging (in other words, the double jump is the only movement technique). The maps look slightly less claustrophobic than Doom 3 MP.

All in all, unless someone makes really heavy alterations via modding, it doesn't look very engaging. In all honesty, since Halo 5 added boost dodging and cleaned up some other issues, it looks potentially more engaging than Doom 4 MP, and that is sad. For that matter, even Doom 3 MP seems like it could be better.


Title: Re: Doom 4
Post by: Tekhead on 2016-05-28, 18:51
what's up y'all!

Doom 4 is awesome. I love it.  :doom_thumb:

I am okay with MP weapons not being one hit kills under normal circumstances. It makes it especially rewarding and beneficial to hunt in packs, mopping up rambos left and right.

Glory kills are fun, over the top forms of cherry-tapping. Feels good man, especially on demons.

Ledge grabbing/climbing is a mechanic that both makes sense and adds depth to traversing levels. Same with double-jump.

The two superweapons are ridiculously strong but don't feel overpowered, mostly because of having very limited ammo. That, and dying to them is kinda awesome in its own way.

There are headshots; hitting the head is a guaranteed crit which deals increased damage.

Custom armor pieces to showcase look awesome, especially during the game recap where the top 3 scorers are displayed (similar to Quake 3 DM). During the game it is hard to see since colors are assigned to the classic blue/red teams but it stands out before and after games.

The animations are fantastic! Especially the taunts :D

Lastly, the secondary items are all different types of grenades, though the wall-making one is the most fun - got a kill the other day by throwing up a wall at just the right time and making someone eat their own rocket :P

(oh ya, single player is neat too. Still haven't finished it yet)

Cheers!