• Bethesda possibly hints at Doom 2 for E3
    91 replies, posted
Doom Royale probably
They're a company that has to pay their employees. Did you expect them to just stop making games for a while after they shipped their latest one?
4oom would be more annoying tbh
will it be set in retrowave 1980's
If there is a sequel to DOOM 2016, I hope they make the multiplayer fun and make the game modifiable please. Like Snapmap doesn't cut it for me and many others.
You guys mean D44M right?
obviously ids gonna take a hint from black ops and call it doom IIIII
Doom 16 was made inhouse. The Multiplayer component was not. And Wolfenstein was a separate dev entirely.
Point conceded. I propose the following system based on idiosyncratic capitalization (pun intended): 1993 - DooM 1994 - DooM ][ 2004 - Doom 3 (capitalization changes due to status as soft reboot) 2016 - DOOM (capitalization again changes to mark a reboot) 2019ish - DOOM 2 etc. This gives Doom a tripartite timeline, like every good video game series has. We've got the Original Timeline, which connects to the original Wolfenstein 3D and Commander Keen timelines, and consists of DooM, DooM ][, DooM 64 and the two RPGs. Then comes the Dark Timeline, consisting of Doom 3, Doom 3: Resurrection of Evil, the 2005 film, and let's go ahead and say Quake 3 Arena. Finally, we have the Blood Timeline, consisting so far of DOOM (2016) and the 1996 comic.
I thought Doom 64 came before Doom 2016? That's how Doomguy got trapped there and met the praetorians
The opening to DOOM: http://i0.kym-cdn.com/photos/images/original/001/119/709/545.png The DOOM Comic: https://cdn.mos.cms.futurecdn.net/eb39af433f9711026b67b1dd69b42ec1.jpg The defense rests. The DooM 64 lore firmly classes it as a distant sequel to DooM ][. However, this is a Video Game Timeline theory and as such must be as convoluted as possible. Therefore, the timeline branches after DooM 64, with the Blood Timeline being a loop such that DOOM is both a sequel and prequel to the 2.5D DooM trilogy. Just wait until I figure out how to tie the Tony Hawk Pro Skater series into this, thanks to that one guest appearance.
2OOM
Doom Two DooT https://i.ytimg.com/vi/4Y-8HAICKCM/maxresdefault.jpg
As long as it’s better than Wolf 2.
DOOM 2016 confirmed that hell is anothe demension that seeks contact with other human dimensions to invade, and the doom marine is actually just basically following them around as a soldier of heaven to smite them if they try. Thats why they captured him, because they literally fear him and can't kill him. Humans fear demons, demons fear the doomslayer.
Doomie Tooie
Doom 2... but in VR.
There's nothing to suggest Doom 4 is anything but a sequel that takes place in an alternate UAC-verse, since Hell in the Doom series is a dimension that exists inbetween realities. The biggest sign it's a sequel IMO is this motherfucker: https://files.facepunch.com/forum/upload/229956/d2ca39a9-71f8-4911-8184-59e674c1f5ea/iconofsin.jpg
id Tech 6 uses megatextures, which is an enormous roadblock in the way of mod support. Megatextures sometimes have uncompressed filesizes in the hundreds of gigabytes per file. id doesn't see the point in mod support because the vast majority of modders don't have the kind of workstations that can even handle development in id Tech.
It should still be an option I say, I heard this srguement and they could simply make a optional install or something.
There are potential ways around the megatexture concerns, things like tools that analyze, extract, and rebuild the textures that certain objects use, and then tools to reassemble and "patch" in megatextures with user-authored texture. But then id would have to go out of their way to write those tools, or release their internal tools, neither of which I can see happening between the effort involved and the fact that doing either would expose the internals of the engine more than they'd probably like. I'd love modding support for idTech 6 games like Doom 2016, but I unfortunately have to agree with AtomicSans. The megatextures system is a pretty big roadblock on that path.
It's not that id wouldn't write them, it's that zenimax would never allow that open licensing to happen.
id Tech is really tightly kept under wraps. They'd be very hesitant to make dev tools public, I think.
DOOM DOOOM DOOOOM DOOOOOM It makes sense?
2OOM
Megatextures have to be my least favorite feature in any engine. It looked pretty nice in Rage but I barely noticed it in Wolfenstein and Doom. The file size is massive too, I had to uninstall Doom after that 12gb patch for a few multiplayer maps
Megatextures mostly shine in wide-open environments like those in Rage. It makes it much easier for environment artists to create really good-looking ground, rock and mountain textures that don't have any repetition and appear gorgeously natural and organic. Wolfenstein and Doom take place largely in enclosed corridors and industrial rooms that could have looked just as good if they were built with normal textures.
The fuck are you talking about ?
But how else can we ship units unless we put "Has Megagigging Megaing Megaly Megalo Megahigh Gigatextures" on the box?
To answer everyone's questions: id Software already told us what the new Doom sequel is going to be called. https://steamuserimages-a.akamaihd.net/ugc/540656382529606982/0BD04B0AD8AC8570A9875FBDCC6FE0EBF8A9AC3E/ We're getting it after RAGE 2.
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