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.