• What I wanted Doom 4 to be
    122 replies, posted
[QUOTE=darth-veger;48097046][IMG]http://i.imgur.com/j7TrU0M.png[/IMG][IMG]http://i.imgur.com/Nvbvkwb.png[/IMG] Sound pack + color correction could get you a bit closer to a more original Doom'ish game.[/QUOTE] I think this looks pretty bad, just removing the yellow filter could be enough: [url]http://imgur.com/a/vZbOM[/url]
[QUOTE=Ganerumo;48099256]Doom 3 is unplayable by today's standards due to its horrible pacing, outdated as fuck technical aspect and numerous errors in designs. It's also ungodly fucking ugly because it came out in one of these really bad transition periods of video gaming where games awkwardly move from one generation to the next, and despite being one of the pioneers Doom 3 was also one of the games to fail the test of time the most. Having attempted to replay it about ten days ago I can say it's one of those games that just stopped being good a few years after it was made.[/QUOTE] I don't see all those flaws, at all. I'd say it holds up way better than a good few games that came out way after with better tech built into them. [editline]2nd July 2015[/editline] [QUOTE=RichyZ;48101268]Takedowns have a place in modern FPS games but the takedowns here may as well be a stopwatch appearing on the screen for a few seconds pausing the game, then resuming 3 seconds later with the player getting some health and ammo powerups. The fact that there was roaring applause as he used the animation-chainsaw was really disappointing.[/QUOTE] I guess it was more of a kneejerk reaction. I liked them, but I'm preeettyyy sure they will become extremely repetitive, especially for the chainsaw, which I hope isn't all about animations.
So uhh, you want Doom 4 to use the same/similar sounds to Doom 1/2, to play faster, and to ditch the whole hand locking thing which functions similar to the keycards/skulls already in Doom 1/2? So basically... you want Doom 1 and 2 which already are available in alot of places? Are these the same people that complain about how games aren't doing anything new anymore or what? I want a fresh take on the series but with some ties to the older games. If you want something the same as the older games, play the older games which are already released and with a massive amount of mods to make it perfectly suited to you.
[QUOTE=Bread_Baron;48097110]Replacing perfectly fine audio with classic Doom's audio is stupid, it just shows that there are people who won't be happy unless they get a total replica of the first two games.[/QUOTE] I don't think the original audio of the video will sound fine sped-up like that, and I'm pretty sure he wouldn't make the whole video mute. That's why he put classic doom audio in.
[QUOTE=Talvy;48101985]One thing Doom 3 was bashed for were those random trap wall openings. It just isn't part of modern level design.[/QUOTE] [QUOTE=Annoyed Grunt;48101921]Speed is not only a question of, well, raw speed, but also pacing. The original Doom had good pacing. You get monsters shooting at you after leaving the first room of most levels, for example. Then it also had traps: you have a lot of monsters, you kill them, everything gets quiet so you can calm a bit, then you press the necessary button to continue AND OH GOD 5 DOORS OPENED ON ROOMS FULL OF ENEMIES. You shoot, and explore, and often you need to do both at the same time. I'm not going to complain about how linear the demo is, it's a demo. But I can complain that there are only like 3 enemies at the same time on the screen, and I can complain that the pacing is interrutped all the time. You shoot - oh well, gonna stop there for the animation - you shoot again - wait wait wait, I must display the animation here, the action NEEDS to pause for 3 seconds - and so on.[/QUOTE] Funny because Doom 3 apparently had them. I think what people really disliked about Doom 3 was not the random trap wall openings, but the fact that it was more of a startling struggle to kill a demon in pitch black dark. They either did the usual "voooot" door opening sound, or just did this huge racket that sounded like a steel panel falling in an empty warehouse, which it sort of was most of the times. The fact that you had to switch between flashlight and weapon, sure gives a sense of helplesness because of switching back and forth and then oh god its dark again, but it ends up being more of a hitch in the pacing. [editline]2nd July 2015[/editline] [QUOTE=Marden;48102129]I think this looks pretty bad, just removing the yellow filter could be enough: [url]http://imgur.com/a/vZbOM[/url][/QUOTE] Say, that does look much better.
[QUOTE=RichyZ;48101268]Takedowns have a place in modern FPS games but the takedowns here may as well be a stopwatch appearing on the screen for a few seconds pausing the game, then resuming 3 seconds later with the player getting some health and ammo powerups. The fact that there was roaring applause as he used the animation-chainsaw was really disappointing.[/QUOTE] Yeah the idea of cool executions is good but they disrupt the gameplay and get stale quickly. The classic Doom chainsaw is satisfying as hell and still rips through enemies like butter, hopefully Doom 4's won't be limited to cinematic takedowns. Also if anyone's worried about the gameplay pace they need only look at the multiplayer. It's faster and looks more reminiscent of Quake III. [media]https://www.youtube.com/watch?v=NrXgIhdAJSQ[/media]
[QUOTE=Marden;48102129]I think this looks pretty bad, just removing the yellow filter could be enough: [url]http://imgur.com/a/vZbOM[/url][/QUOTE] That so drastically changes how it looks. I hope they ditch the filter. Though I think like someone noted it doesn't seem out of place in Hell with all the gases and smoke around.
It may make sense that hell would be filled with sulfur but it doesn't make for a very interesting looking game. If they ditched the yellow lighting and went for something with a bit more identity it'd improve the game's visual aspect a lot. For comparison, this is how Wolftenstein: The Old Blood looks when you get to the later parts of the game : [t]http://images.akamai.steamusercontent.com/ugc/27365184280723546/E51368C667EF9EF26101603726A0317376503F4E/[/t]
Out of all the (somewhat) legitimate things people are complaining about, I don't understand the hate for the weapon wheel. I like the weapon wheel so I can pick a gun out of like fucking 10 without having to guess where it is on the keyboard (after 5 I'm terrible at quickly finding out where numbers are), and I also kinda like the slow down since I don't have to get shot 30 times if I wanted to change my gun in the middle of a fight, which was a big problem I had with TNO. Dishonored had the same thing and no one complained about that. And last of all: It's probably optional. I doubt a game like Doom would force you to use a weapon wheel and I don't think it's out of the realm of possibility that they would also let you use number hotkeys instead. Like honestly some of you guys are literally just complaining about things for the sake of complaining.
Just about the pictures I posted, I agree, hell could use some of the yellow.
[QUOTE=Mysterious;48100440]I have more fun playing Doom than I've had playing most modern shooters tbh[/QUOTE] I have fun until I get lost and spend a fucking hour trying to find the last keycard [editline]2nd July 2015[/editline] [QUOTE=cdr248;48102847] I like the weapon wheel so I can pick a gun out of like fucking 10 without having to guess where it is on the keyboard (after 5 I'm terrible at quickly finding out where numbers are), and I also kinda like the slow down since I don't have to get shot 30 times if I wanted to change my gun in the middle of a fight, which was a big problem I had with TNO. Dishonored had the same thing and no one complained about that.[/QUOTE] The thing is though that DooM!=Dishonored
[QUOTE=Marden;48103203]Just about the pictures I posted, I agree, hell could use some of the yellow.[/QUOTE] I dunno... unfiltered looks pretty great
[QUOTE=CapellanCitizen;48104183]I have fun until I get lost and spend a fucking hour trying to find the last keycard [editline]2nd July 2015[/editline] The thing is though that DooM!=Dishonored[/QUOTE] Then if you don't like it just use number hotkeys. That's what classic doom was like anyway. [editline]2nd July 2015[/editline] [QUOTE=CapellanCitizen;48104183]I have fun until I get lost and spend a fucking hour trying to find the last keycard [/QUOTE] It might be a problem if you really have that much trouble with Doom. Maybe Doom 2, but Doom 1's levels are designed well enough so that you can stumble upon keys pretty easily and breeze through without getting stuck.
[QUOTE=CapellanCitizen;48104183] The thing is though that DooM!=Dishonored[/QUOTE] Who cares? The weapon wheel for controllers is a massive improvement, and for me personally, with a M+KB, I don't like pressing number keys past 5 or 6 because then I have to glance down at the keyboard. It's not a good design mechanic to be having to move my hand over so fast. I have a small keyboard and large hands and I can't keep running and still hit 9 or 0 with ease with my hand still pressing on W, not without looking down at least. As far as I'm concerned, weapon wheels and other quick methods of selecting weapons is a good thing in games. Complaining about it is silly because it's just better for the user experience.
i thought most of us already knew that in most E3 videos, the demo guy moves slow and looks at everything in order to showcase the engine? once the game is released and people actually play the game it will probably become doom-levels of fast.
[QUOTE=HumanAbyss;48106096]Who cares? The weapon wheel for controllers is a massive improvement, and for me personally, with a M+KB, I don't like pressing number keys past 5 or 6 because then I have to glance down at the keyboard. It's not a good design mechanic to be having to move my hand over so fast. I have a small keyboard and large hands and I can't keep running and still hit 9 or 0 with ease with my hand still pressing on W, not without looking down at least. As far as I'm concerned, weapon wheels and other quick methods of selecting weapons is a good thing in games. Complaining about it is silly because it's just better for the user experience.[/QUOTE] Well the Weapon Wheel is confirmed optional on PC, so those who like their precision get quick switches, and those who like their chance to pick something out get their convenience. Best of both worlds really.
[QUOTE=Marden;48102129]just removing the yellow filter could be enough: [url]http://imgur.com/a/vZbOM[/url][/QUOTE] "what is art direction"
[QUOTE=Eric95;48107155]"what is art direction"[/QUOTE] People are gonna use things like Reshade anyway to get rid of it no doubt. Besides, Snapmap seems to let you choose a color grading for a map.
[QUOTE=Eric95;48107155]"what is art direction"[/QUOTE] Art direction can be garbage. Art direction is not a magic word that excuses shit decisions. Deus Ex Human Revolution had gorgeous art direction. It was still damaged by the piss yellow filter and the Director's Cut version did improve the game's visual aspect by mostly removing the filter.
[QUOTE=cdr248;48102847] And last of all: It's probably optional. I doubt a game like Doom would force you to use a weapon wheel and I don't think it's out of the realm of possibility that they would also let you use number hotkeys instead. Like honestly some of you guys are literally just complaining about things for the sake of complaining.[/QUOTE] They already confirmed you can instant switch with the numbers Honestly I don't see the point of half the complaints but people are gonna complain to complain, I say just let them be, and they can hate the game when it comes out even if it turns out good.
[QUOTE=Ganerumo;48107252]Art direction can be garbage. Art direction is not a magic word that excuses shit decisions. Deus Ex Human Revolution had gorgeous art direction. It was still damaged by the piss yellow filter and the Director's Cut version did improve the game's visual aspect by mostly removing the filter.[/QUOTE] Except the 'piss filter' helped set the mood for a world on the verge of revolution through the digital and technical renaissance, even though the end of everything is right around the corner. The Director's Cut didn't even remove the filter from the pre-rendered cutscenes, creating this jarring dissolution to the whole thing. I get that color filters/grading can be bothersome but simultaneously, if you pull it out an entire scene can potentially just have a bunch of distinctly contrasting colors that don't quite put it together. Hell in Doom 4's case looks like a grungy, ugly, sickly place that no living being would ever want to be in, for one example. Like the air is something you wouldn't want to breathe, and everything is decayed and dead. Remove that and it just seems like a rocky gothic brown place anyway, with more contrast on the red blood splattered around and the enemies/objects. I get that not everyone likes the color grading, and we have things like Reshade that can handle stuff like that mostly with the right work, but i'm tired of people complaining about piss filters specifically all the time. When two different things of Metal Gear Solid V footage over the same mission came out, the second set of footage was at a different point in development and a different time of day for the mission, but people immediately cried, "GRAPHICS DOWNGRADES AND PISS FILTERS!"
[QUOTE=Bloodshot12;48107306]They already confirmed you can instant switch with the numbers [/QUOTE] There we go then problem solved.
[QUOTE=GREN EYGS N HAM;48094972]I agree completely. Why did mainstream fps games have to get so sluggish.[/QUOTE] If mainstream games weren't sluggish they'd be too short for modern standards. So rather than bitching about how sluggish the game is, you guys would just bitch about how short the game felt.
[QUOTE=RikohZX;48107603]more contrast on the red blood splattered around and the enemies/objects. [/QUOTE]That sounds like a good thing. I'd rather have an improvement in visual clarity than have [I]mood setting[/I]
[QUOTE=Mysterious;48100440]I have more fun playing Doom than I've had playing most modern shooters tbh[/QUOTE] most modern shooters are shit, whats your point. most old shooters were shit too, most *any genre* is shit. that's why you pick out the good ones. [QUOTE=Silikone;48101267]Doom itself wasn't even that fast. People tend to forget the key searching and backtracking. You'd also be fighting bullet sponges if you didn't conserve your high-end ammo.[/QUOTE] but the maze levels were the worst part about doom
[QUOTE=elowin;48114357]but the maze levels were the worst part about doom[/QUOTE] After finally playing through Doom 1's three main episodes myself I have to say that the maze-like nature really isn't all that bad. It's repetitive and at times obnoxious, but if you look everywhere in Doom 1 at least you're bound to find the keys, switches and exit, even if some segments are a little tricky. The secrets are what will really push your buttons since some are the classic unmarked walls and others just seem to be off in some unreachable location until the player figures out that running across one specific space lowers this elevator over here that gets you a shot at the secret. Doom 2 is probably where the abstractness combined with attempts at larger maps overall starts getting punishing. Like Suburbs, which sticks you in a gigantic map with no real flow to finding the keys, and no inclination whatsoever that that black-and-white building in the corner of the map is actually two elevators, or that one of the secret rooms is inside a building with three gore-body doorways and one false one.
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[QUOTE=artDecor;48114920]Cutting off the gameplay right at the handprint sensor was so lame. Ripping off the civilian's arm and using it fits with Doom's sense of humor, but god forbid the gameplay be allowed to have such a sequence.[/QUOTE] I think the point was that the entire sequence took too long. It's a nice twist on the keycard trope but it should just allow you to go find the guy and rip off his arm.
[QUOTE=tempunary;48098355]Is DOOM the most misunderstood game of all time?[/QUOTE] This post in combo with your avatar cracks me the fuck up every time.
I'm sure you can go the entire game without using takedowns/executions. They're only there for fun and for extra health and ammo drops. There's clearly going to be your typical health, armor, and ammo drops throughout the level and if you think the added ones from takedowns make the game too easy, then you can choose not to do them. Without them, you'd have to strategize how you use the drops placed throughout the level, just like in the original Doom games. If the execution option gets in the way and becomes too tempting, unbind the key, if that doesn't work, bind it to a key far way from your typical hand placement. If they are something you can't avoid (like if they automatically play when you attack an enemy, which sounds awfully unlikely), then I agree, that sucks ass (personally, I'm still going to enjoy it). If it's bound to some melee button, it wouldn't matter anyways because if you're looking for a more true Doom experience, you wouldn't be pistol-whipping your enemies, you'd be using your chainsaw or your fists (which I sincerely hope they include). And the mandatory chainsaw takedowns don't make a lick of difference time-wise. When using a chainsaw in the original Doom games, you'd stand in front of the enemy for a second or two sawing away at them while their damage animation plays on loop. You'd spend just about the same amount of time. I guess you can get sick of the takedown animations, but not as much as you'd get sick of the damage animation in the original Doom games. Yeah it's a shame that you don't get your thoughtful clusterfuck map designs, but the people who really want those back are probably a niche audience, and, disregarding the obvious modding community that will arise from this game, there are plenty of people making old-school-styled shooters nowadays. You just gotta look a bit harder, but they deserve your support anyways. Doom is a huge name in gaming and Bethesda and Id are huge companies in gaming that couldn't survive off hardcore Doom fans alone. The puzzle-tier map designs would be alienating to new players, or players who got sick of them while trying Doom for the first time decades after its release. Bethesda and Id have to find some kind of middle-ground for the hardcore fans, the not-so-hardcore fans, and the new guys. It's unfortunate but I guess you have to look at this game in a different way. It's not a reiteration of the originals, nor is it a reiteration of Doom 3. It's its own entry in the franchise and judging by the gameplay shown, it's going to be a lot like Wolfenstein: The New Order; a modernized attempt at an old franchise, and if the The New Order's solid design is any testament to the new Id's quality as a development company, then I can easily see this game being at least enjoyable, whether it's completely true to the classics or not. Also, if the yellow tint is just a filter like in Falllout 3 and New Vegas, then someone is going to mod it out pretty quick. If not, then that sucks ass. If the assets end up being obnoxiously difficult to modify, then Id can eat a large tub of dicks.
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