It's too bad they didn't keep the knockdown states for the hellknights and other larger enemies that were mentioned in the leak strings and also shown in like one trailer. I think it would've helped to make using the rocket launcher more fun against the bigger enemies.
[QUOTE=Bloodshot12;50634368]It's too bad they didn't keep the knockdown states for the hellknights and other larger enemies that were mentioned in the leak strings and also shown in like one trailer. I think it would've helped to make using the rocket launcher more fun against the bigger enemies.[/QUOTE]
This is one of those games where I [I]really[/I] want it's history to get dug up over the years.
Reading the reports from 2014's QCon makes it sound like an entirely different game.
That, and I'd love to see more of what got cut, I mean, almost all of the concept art dug up from the Alpha/Beta is no where to be seen in the game.
Stuff like the route through the crater on mars that would lead to a hangar of sorts as the original entrance to Lazarus, the dark, black and red Lava filled sections of Kadingir Sanctum, and even entire levels like the entire outside level of the Polar Core that got cut, along with stuff like the BFG Division where you'd presumably get the shitload of BFG Mods, and the concept for the final level originally being "Titan", which was some sort of Pyramid, where you'd likely fight the [sp]Spiderdemon[/sp] at the top.
There's a lot of neat details mentioned in the QCon demo from 2014 that are nowhere to be seen. I'd have to look it up again but I remember the mention of there being a section where the player ripped through a room of Demons, only to have this little Janitor-bot/Droid roll out and start trying to clean up the mess the player made. You can actually still see this bot at the end credits though, where the Echo of Doomguy is reaching down and looking at it.
The foundry level in Doom 4 actually threw me off for a bit at first. The entire level seemed to keep a lot of its assets and overall layout from the reveal trailer, but the actual objectives were completely moved around. The echo for the Hellknight and the need to retrieve an arm for fingerprint scan was in a different space altogether, albeit not actually far from where it originally was, and you run through some of the exact same areas with all the encounters changed.
Considering the Foundry was shown off in 2014, I wonder how much of the game they changed on their own volition, and how much was changed due to community feedback?
possible the scene in the E3 demo was staged.
What I'd love to do is see what the rest of the game looked like before all the changes.
What would Lazarus and the Titan's Realm look like around the time of E3?
There's a lot of interesting stuff like that.
I've gotta be honest too, I really liked the way Kadingir looked during E3. Would I want all of hell to look like that? No way. But I feel like the distinction could've been Kadingir having the green stone and sulfur atmosphere, and [sp]Argent D'nur[/sp] being the one that's red and orange, and more harsh looking, as a climax of sorts, instead of both looking almost identical.
I really liked the overcast, stormy look during the E3 presentation, and I really miss the lightning/thunder, that's nowhere in the final version. Made it really brooding and eerie, almost reminded me of some of the Hell sections in DOOM 64.
I wonder if the GKs were always as fast as they are and slowed down for E3 or if they were changed thanks to feedback.
Looking at the E3 footage again, at the speed they used to be probably would've ruined the pace of combat that the final version has
Also spectres are waaay more invisible in the E3 hell demo
[QUOTE=Butthurter;50635213]you sure thats not just the darker lighting and youtube compression fucking you up
i mean were talking about the same vid where no one noticed the baron was in the arena until somebody paused and blew up the brightness to see it clearly[/QUOTE]
To be fair that was the E3 [I]Trailer[/I].
He only appears for a few seconds, and I'm assuming they purposely smeared that scene with motion blur to make the Pinkies and Baron harder to see.
[QUOTE=HL_Tentacle;50632889]Is that a punishment, or a reward?[/QUOTE]
yes
[QUOTE=The Civ;50634812]This is one of those games where I [I]really[/I] want it's history to get dug up over the years.
Reading the reports from 2014's QCon makes it sound like an entirely different game.
That, and I'd love to see more of what got cut, I mean, almost all of the concept art dug up from the Alpha/Beta is no where to be seen in the game.
Stuff like the route through the crater on mars that would lead to a hangar of sorts as the original entrance to Lazarus, the dark, black and red Lava filled sections of Kadingir Sanctum, and even entire levels like the entire outside level of the Polar Core that got cut, along with stuff like the BFG Division where you'd presumably get the shitload of BFG Mods, and the concept for the final level originally being "Titan", which was some sort of Pyramid, where you'd likely fight the [sp]Spiderdemon[/sp] at the top.
There's a lot of neat details mentioned in the QCon demo from 2014 that are nowhere to be seen. I'd have to look it up again but I remember the mention of there being a section where the player ripped through a room of Demons, only to have this little Janitor-bot/Droid roll out and start trying to clean up the mess the player made. You can actually still see this bot at the end credits though, where the Echo of Doomguy is reaching down and looking at it.[/QUOTE]
Yeah, that would be nice to see. Doom 3's alpha looked pretty cool to me. I really liked the HUD, along with some of the sounds and effects and it was interesting seeing it all in motion. It wasn't quite like Valve's stuff where the beta always looks better than what we get, but still cool.
Was anyone else disappointed by the lack of friendlies in Doom 4? One of the things I loved about Doom 3 was actually stumbling upon random survivors, sometimes even other marines if you played certain mods. They didn't usually last long, but it added a little bit of atmosphere to things to see/hear a guy getting attacked in another room, or find random scientists laying low. Doom 4's levels mostly felt like a ghost town, especially since most enemies spawn in anyway.
[QUOTE=Ghost101;50636040]
Was anyone else disappointed by the lack of friendlies in Doom 4? One of the things I loved about Doom 3 was actually stumbling upon random survivors, sometimes even other marines if you played certain mods. They didn't usually last long, but it added a little bit of atmosphere to things to see/hear a guy getting attacked in another room, or find random scientists laying low. Doom 4's levels mostly felt like a ghost town, especially since most enemies spawn in anyway.[/QUOTE]
Yeah, I didn't realise it until I bumped into [sp]hayden in person[/sp], but after that I did find the lack of anyone else knocking around, even briefly, started to feel a little wierd. I would have at least expected to see some UAC workers and gaurds get splattered on the other side of windows and locked doors.
Still, I Suppose it makes sense considering you do run into the inhabitants of the facility, they are just all possessed now.
I hope some of the unused ideas that we didn't see in the game make it into some sort of single player DLC.
[QUOTE=jimbobjoe1234;50636232]I hope some of the unused ideas that we didn't see in the game make it into some sort of single player DLC.[/QUOTE]
Too right, I want that more than the multiplayer content and SnapMap. They're good, but what I really want is more campaign content. It was a sizeable campaign, yes, but a month or two after release I'm ready for more well-made singleplayer content. I'm totally game for an Old Blood or Resurrection of Evil to give us more of the Doom Slayer's exploits.
Wouldn't all of the community content for Doom 1 and 2 technically count as story expansions for Doom 4 now? :v:
I don't know if I'd like to have lengthy interactions with NPCs, but it'd be cool if each Demon's little intro animation was it fucking up some people.
Some of the moments from Half-Life 1 that are burned into my mind are some of the enemy "introductions".
Like seeing the Tentacles smash through the window and drag out a scientist, or when you see the Gargantua grab a car and slam it into a wall, crushing everyone there.
I just love that moment of seeing it, and going [I]"Oh fuck"[/I], right before the fight or flight kicks in.
[QUOTE=Marphy Black;50632616]I see a link to the full IWADs. As such, I have reported you to the head of Bethesda for shanghaing their property. By this time tomorrow, Todd Howard will have your head on a pike and make you the boss of Doom 5.[/QUOTE]
It's gone, hope you're happy.
[sp]I only wanted Chex Quest...[/sp]
Did some minor tweaks to the blood particles
[t]http://i.imgur.com/tOUKvtO.jpg[/t]
[t]http://i.imgur.com/u8pxcZE.jpg[/t]
[t]http://i.imgur.com/oGXi8RT.jpg[/t]
Kinda funny how something as simple as a velocity change to be more in line with how far the gibs fly can yield much more satisfying results
[QUOTE=fulgrim;50636107]Yeah, I didn't realise it until I bumped into [sp]hayden in person[/sp], but after that I did find the lack of anyone else knocking around, even briefly, started to feel a little wierd. I would have at least expected to see some UAC workers and gaurds get splattered on the other side of windows and locked doors.
Still, I Suppose it makes sense considering you do run into the inhabitants of the facility, they are just all possessed now.[/QUOTE]
Yeah, it's not even necessarily meeting safe, alive people, but I think I only saw one guy get grabbed and eaten by a demon the whole game. I felt like it was a missed opportunity.
Damn, I just picked up the new Doom the other day and I fucking love it. I was skeptical about it even after people were praising it on release, and boy was I wrong. The soundtrack is fucking incredible, and I've never felt more badass in a videogame. Probably my favorite game of 2016 so far, and I'm not even finished with it :v:
Also, idk how to explain this, but does the music match up with your attacks and kills? I was firing the gauss rifle at a hellknight and after each shot, I heard a "bwoom" in the song. If so, that's fucking awesome.
[QUOTE=MightyLOLZOR;50638198]Also, idk how to explain this, but does the music match up with your attacks and kills? I was firing the gauss rifle at a hellknight and after each shot, I heard a "bwoom" in the song. If so, that's fucking awesome.[/QUOTE]
Yeah it does a fair bit of that.
So general consensus:
Doom SP: Godlike
Doom MP: really bad
[editline]3rd July 2016[/editline]
In basics, I took a good gamble preordering and I got a full house.
[QUOTE=Megadave;50638215]So general consensus:
Doom SP: Godlike
Doom MP: really bad
[editline]3rd July 2016[/editline]
In basics, I took a good gamble preordering and I got a full house.[/QUOTE]
Doom MP isn't "really bad", it just plays it safe too much being a standard modern shooter multiplayer, and it's quite boring overall.
Things may change after the classic deathmatch patch, if the userbase is still there, though i have a feeling that the DLC is probably going to kill it
Have Bethesda/ID acknowledged the game running like garbage on the 700 series yet?
Other than having the most annoying and repetitive sounds, I don't get it.
You'd have to know whom Steed was.
(He was the hero gaming deserved)
I love how clear it is that he designed it.
It's all about that booty.
Trying to set DOOM?BRUTELDOOM into always run
[quote]
I got bored and made a mockup of how the gauss gun would look if it were in the original games.
[t]https://dl.dropboxusercontent.com/u/8733190/gaussgun.PNG[/t]
[/quote]
Redid this with better lighting, and revamped the positioning of the barrel a little.
[t]https://dl.dropboxusercontent.com/u/8733190/gaussx.PNG[/t]
[IMG]http://i.imgur.com/gj80kak.jpg[/IMG]
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