DooM 2016 stuff

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RE: DOOM 4 gameplay (oh god I said 4)

#41

Post by Konda » Mon Jun 15, 2015 8:38 pm

Bloax wrote: That part seems to have been played on babby ezmode, since the drops were unusually generous compared to the first level.
Which would be rather unsurprising considering the fact that this is a presentation of a tricky part played with a controller.
In that case:
Combinebobnt wrote: Too much bitching, I will gladly buy and play brutal doom 3d.

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RE: DOOM 4 gameplay (oh god I said 4)

#42

Post by Medicris » Mon Jun 15, 2015 9:32 pm

It's not Doom 2 reskinned so of course people are going to throw fits for a while. So far I have some issues with what it is, but overall I'm very happy for what it's not. Good thing is, there's still a lot of time where things are subject to change.

The weapons kind of blend together, for one. Aside from the SSG, all looked to be a mixture of contoured tan and grey. Each gun in both classics and 3 had their own colour palettes and bright flashy bits to them, even different metal finishes in the classic games. They all felt unique. It's true that it'd make sense for an arms company to have a homogenized style, but I just wish they had some splashes of identifying colours. Most things seen could benefit from some splashes of colour, honestly. It could be so vibrant. I hope they catch on to that before release, if not there'll likely be mods.

Speaking of, the multiplayer from the footage might as well be the new Quake, especially with the easy accessible modding tools seen. Pretty psyched for that and the invasion mode.

As for the "omg halo", remember that Doom alphas had planned you to have a metroid-prime-esque hud from the start. It also wanted to use a severed hand to progress in the game. Pretty sure they're drawing inspiration from both the alphas and the Doom Bible based on that. Maybe jumpjet-equipped power armour's just standard issue for special forces by then, or even rank-and-file soldiers.

As for finishers, they aren't brutaldoomish at all in my eyes. Serious Sam 3 style with instant drop pickups, more like. Quick and practical, rather than slow and often awkward. I just don't like how they obnoxiously glow like christmas trees when vulnerable to it, a stunned or staggering animation should be well enough.

Mancubus seemed weak. I'd like to see one that fires two at a time in patterns like the original Manc did, with bigger fireballs.

Overall pleasantly surprised on how it played but not how it looked.
Last edited by Medicris on Mon Jun 15, 2015 9:40 pm, edited 1 time in total.

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RE: DOOM 4 gameplay (oh god I said 4)

#43

Post by Ru5tK1ng » Mon Jun 15, 2015 10:06 pm

It's not Doom 2 reskinned so of course people are going to throw fits for a while.
Yeah this pretty much sums up the anger happening around most parts of the Doom community. Honestly, to expect the game to be like Doom 2 with updated graphics is simply silly. A game like that isn't going to reach a wide audience, it is going to reach a niche audience. 1993 was a completely different time period for gaming and what worked back then isn't going to sale by today's standards. Proofs? Go look at what sells in the FPS genre today. It may be an unsightly revelation, but it is fact slower, more realistic, eye candy games sell and bring in money. It was a smart move by the devs to reach a middle ground between fans of the original games and newer gamers in order to reach a wider audience. More potential to rake in more $$$

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RE: DOOM 4 gameplay (oh god I said 4)

#44

Post by Cruduxy » Mon Jun 15, 2015 10:35 pm

Doubt this video reflects the difficulty of the game. I think they played with Buddha mode on in this -Cannot be killed-. (It is kinda obvious when the fatso uses the flamethrower and hits him for zero damage. Beside if this is the easiest difficulty it'll be too difficult for complete newbies -Yes the ones who stop walking to fire at monsters.

Really hope the game has new demons. I love the old roster but they should introduce new ones to the mix sometime. (Hopefully not ones from doom3!), I don't care at all about what music type they choose for the game as long as it fits.

Judging by the trees in the second video, this isn't what the deepest hell levels would look like. Pretty much the barren stuff that always appear before it. Probably just an altar for sacrifices judging by what is in it.

Hope a new demon outclasses the cyber as an even higher tier :P.
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RE: DOOM 4 gameplay (oh god I said 4)

#45

Post by Shane » Tue Jun 16, 2015 12:04 am

First off the play tester for this tech demo is a complete baddy at this game, 2 point blank rockets bringing your health down to below 20??

Secondly although everyone likes snapmap, I have my own gripes that I'll be limited to building layouts with predefined and predecorated hallways and corridors. I sincerely hope for the pc release that I can draw my own environments and develop more unique layouts.

Doom 4 is already looking far more colorful than Doom 3 (seriously has anyone really studied that game?) with more lighting and more variation within the textures themselves. Now all of a sudden I'm watching a J.J. Abrams film with all the wickedly sci-fi tech, the droning robotic noise all the music seems to make. All the weapons seems to have taken a decent sized down grade, the shotgun which is a staple in the doom franchise (right next to the super shotgun) feels like a paper mache gun. To compare: Doom 3's shotgun carried waaay more weight to it when you fired, the gun itself was always presented in a bulky way and pumped slowly when fired regardless of it's true compact size.

In any case I'm pissed, I want it to look exactly like doom 2 so I can slander it for being a rip-off. I'm not even sure if Doom 4 will be brutal doom v21b compatible
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RE: DOOM 4 gameplay (oh god I said 4)

#46

Post by Untitled » Tue Jun 16, 2015 2:27 am

So, things I liked:
-SUPER SHOTGUN IS BACK HELL YES (unlike Doom 3)
-REVENAAAAAAAAAAAAAAAAAAAAAAAANTS
-HELL MAP ACTUALLY LOOKED LIKE HELL (unlike Doom 2)
-YOU CAN SEE (unlike Doom 3)
-Graphics were good, I guess?
-Imps die in one SSG shot
-Revenants die in two SSG shots
-SSG is back and is as amazing as ever (so good it needed to be said twice)
-Gameplay seemed pretty nicely paced
-Multiplayer footage shows them moving at 50 miles per hour - how it should be.
-Map Builder - Oh my god, it's like they actually cared about fans
-MAP BUILDER - THEY ACTUALLY ACKNOWLEDGE THAT MODDERS AND MAPPERS EXIST HEAVEN YES

Things I liked less:
-I know it's Doom, but I'd appreciate it if there was less over-the-top rip-and-tear level of guts and blood and stuff.
-Maybe a bit too much brown in the single player levels?
-Maybe the game should be a bit brighter?
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RE: DOOM 4 gameplay (oh god I said 4)

#47

Post by Strych6 » Tue Jun 16, 2015 2:31 am

Why does everyone want doom to be colorful? The hell? Doom should definitely be drab. Are you trynna put Bloom on that?

The only excuse Doom would ever have to be colorful is: rightfully paying tribute to Cyb's void.
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RE: DOOM 4 gameplay (oh god I said 4)

#48

Post by Espio » Tue Jun 16, 2015 8:15 am

It bored me to be honest. None of it lived up to the hype a majority were trying to raise from last year's Quakecon.

Just looks okay, that's all I can say. Obviously things are subject to change but whether or not that'll be relevant, I don't know.
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RE: DOOM 4 gameplay (oh god I said 4)

#49

Post by Untitled » Tue Jun 16, 2015 2:27 pm

Strych6 wrote: Why does everyone want doom to be colorful? The hell? Doom should definitely be drab. Are you trynna put Bloom on that?

The only excuse Doom would ever have to be colorful is: rightfully paying tribute to Cyb's void.
Look at the original doom for a moment. Then look at almost all of the custom maps people have created.

It's not necessarily colorful, but it doesn't look like deliberate attempts to use dark brown and dark gray as much as they possibly could. Most doom map sets, such as Community Chest 1-4, Hell Revealed 1-2, Scythe 1-2, Alien Vendetta, Kama Sutra, Speed of Doom, Resurgence, New Gothic, Vanguard, Lunatic, Valiant, and let's say, Deus Vult 1-2, for example, even if they start getting into repetitive color schemes such as Speed of Doom and green from maps 14-19, red for maps 21-30, or Scythe II's black (1-5), light brown (6-10), green (21-25), black and red (26-30), or Scythe's red from 21-28, or resurgence's red from 22-30, for example, they were still vibrant - they still were quite clearly focusing less on the horror/atmospheric aspect and more on the, well, you could say atmosphere, but i generates an ENTIRELY different one - one of which makes the player go "Oh man" instead of "..." (quietly looking around).

THIS is what Doom really shines at; it's a very exciting game. It's not really meant to be a slow, drawn out, or horror-ish in style. Levels can have atmosphere, but it should be about letting the player know the sheer scale of what he's up against - take, say, Deus Vult MAP21-23 - it's atmosphere looks like Hell, but it doesn't expect players to be exactly horrified, or players to be slow - in fact, MAP22 cannot be played slowly, due to how it's designed. Or Community Chest 4's MAP20-21 - it looks super futuristic, and establishes an atmosphere for the level, but it doesn't need to be a slow atmosphere - levels can be blindingly fast and still be atmospheric, doom mappers have been proving this for years now.

Contrast this to Doom 4. No one in Doom mapping creates maps that "real" looking (putting "real" in quotes because real isn't always entirely brown. Actually, realistically speaking (though who argues realism in a game with literally demons from Hell), there's no reason for techbases to have such few lights).

Still, I'm hyped about the SSG and the revenants that die in 2 SSG shots. And about the deathmatch. And about the map builder.

Actually, I think that's the best part - even if the campaign they create is not very good, there's like a 70% that the players themselves will create a better one. Scratch that, even if it IS very good, there's a good chance the fanbase creates a better one. Bethesda actually recognizes the creativity of the fans, which is always a good thing for games.
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RE: DOOM 4 gameplay (oh god I said 4)

#50

Post by ESTAR » Wed Jun 17, 2015 1:03 pm

Shane wrote: In any case I'm pissed, I want it to look exactly like doom 2 so I can slander it for a rip-off. I'm not even sure if Doom 4 will be brutal doom v21b compatible
DooM 2 is alreday made. Leave the "redoing" games all over and over to CoD please. And if you wanted the plain punch for the sole bare fighting move, no thanks.
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RE: DOOM 4 gameplay (oh god I said 4)

#51

Post by Bloax » Wed Jun 17, 2015 1:39 pm

Untitled wrote:Graphics were good, I guess?
The graphics are fucking great, which can't be seen from most videos of it - and especially not the Twitch stream.

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RE: DOOM 4 gameplay (oh god I said 4)

#52

Post by Untitled » Wed Jun 17, 2015 6:56 pm

Bloax wrote:
Untitled wrote:Graphics were good, I guess?
The graphics are fucking great, which can't be seen from most videos of it - and especially not the Twitch stream.
I was watching the Twitch stream - I'm not really a super-fancy graphics person.
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<Untitled> this is a terrible idea
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<Untitled> Depends
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<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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RE: DOOM 4 gameplay (oh god I said 4)

#53

Post by NegativeInfinity » Thu Jun 18, 2015 6:57 am

Untitled wrote: So, things I liked:
-SUPER SHOTGUN IS BACK HELL YES (unlike Doom 3)
Doom 3 did have the SSG but it was in the dlcs. :P

Personally, I'm stoked. I may have a few gripes (double jump?) But that's no reason to condemn the game without my play of it.
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RE: DOOM 4 gameplay (oh god I said 4)

#54

Post by IdeIdoom » Thu Jun 18, 2015 7:42 am

NegativeInfinity wrote:
Untitled wrote: So, things I liked:
-SUPER SHOTGUN IS BACK HELL YES (unlike Doom 3)
Doom 3 did have the SSG but it was in the dlcs. :P
You mean actual Expansion Packs, before when DLCs were inexistant.
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RE: DOOM 4 gameplay (oh god I said 4)

#55

Post by Ænima » Thu Jun 18, 2015 9:10 am

Expansion pack = expands on the gameplay of a full game

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RE: DOOM 4 gameplay (oh god I said 4)

#56

Post by NegativeInfinity » Thu Jun 18, 2015 9:24 am

Yeah, my bad. Expansion. Anyways, my point was it was still in Doom 3. :P
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RE: DOOM 4 gameplay (oh god I said 4)

#57

Post by Manhs » Thu Jun 18, 2015 2:12 pm

Is it the Baron of hell ? https://imagizer.imageshack.us/v2/576x7 ... tFbhzE.jpg
in the middle, with the horns and clogs... ;)

I hope There is an option to desactivate the yellow filter.....could be better!
With the yellow filter: https://imagizer.imageshack.us/v2/599x3 ... f23ChI.jpg

Without the yellow "effect, it's like that:
https://imagizer.imageshack.us/v2/599x3 ... HwDrCY.jpg
Not sure if the second picture is official but it could be good if we can desactivate the yellow' effect..... so much dark yellow...

It seems, the pink demon is there too ! https://imagizer.imageshack.us/v2/1599x ... em0BrM.jpg
Last edited by Manhs on Thu Jun 18, 2015 5:59 pm, edited 1 time in total.

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RE: DOOM 4 gameplay (oh god I said 4)

#58

Post by Empyre » Thu Jun 18, 2015 3:00 pm

Manhs, only the last one of your links is working.
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RE: DOOM 4 gameplay (oh god I said 4)

#59

Post by Manhs » Thu Jun 18, 2015 6:00 pm

Ah yeah, i edited, i put the pictures on a website. It must work now!

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RE: DOOM 4 gameplay (oh god I said 4)

#60

Post by Medicris » Fri Jun 19, 2015 1:59 am

No, sorry to say but that "without filter" image is one of dozens of edits people are making as "how I wanted Doom 4 to look like". I honestly find most of them, including that, hilarious. There's ways to get more colour variance, but those edits come off just hamfisted and plain corny. I just don't see bright primary cartoon colours ever working on grimdark designs like that.

Granted, without that filter, the colours are a bit more varied. I think the best option to take would be how Serious Sam 3 handled it: different postprocessing colour options. Seriously (heh), that'd be the best way to go about it.
Last edited by Medicris on Fri Jun 19, 2015 2:18 am, edited 1 time in total.

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