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

#61

Post by Ænima » Fri Jun 19, 2015 2:57 am

If a mod is made that makes it look like the bright cartoony photoshopped screenshots I'd definitely use it.

Bethesda's free to make it however they want if it will help them sell more. The beauty is that once the mod scene picks up (if it ever does), all players can customize their playing experience like we already do here with the original Dooms.
Last edited by Ænima on Fri Jun 19, 2015 3:00 am, edited 1 time in total.
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RE: DOOM 4 gameplay (oh god I said 4)

#62

Post by Untitled » Mon Jun 22, 2015 6:26 pm

Yeah, I do honestly hope there is some choice in Color filtering; that would be REALLY neat.

Also, Bethesda realizing the potential of the fanbase with the snapmapping thing seems really cool.

But yeah, from what I can tell, this is what Doom 3 could've been - grim, gritty, and certainly dark and gloomy - but still action-packed.
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RE: DOOM 4 gameplay (oh god I said 4)

#63

Post by Blasphyx » Sun Jul 05, 2015 10:34 pm

I saw a "classic" colorized version of a screenshot and it looks way better.

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

#64

Post by Ivan » Sun Jul 05, 2015 11:00 pm

Someone should forward this to Bethesda and let them know... That color scheme really has to change. Right now it looks like someone pissed all over on the screen on the right one :o
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RE: DOOM 4 gameplay (oh god I said 4)

#65

Post by AkumaKing » Mon Jul 06, 2015 1:29 pm

Am I the only one who doesn't mind the colors? Then again, the only things I really do mind are the executions. Why do they exist, even?
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RE: DOOM 4 gameplay (oh god I said 4)

#66

Post by Tux » Mon Jul 06, 2015 3:51 pm

AkumaKing wrote: Am I the only one who doesn't mind the colors? Then again, the only things I really do mind are the executions. Why do they exist, even?
cuz burtl
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RE: DOOM 4 gameplay (oh god I said 4)

#67

Post by Laggy Blazko » Mon Jul 06, 2015 3:55 pm

Because some people think they're funny.
And I'm one of then. >=P

And they don't seem forced, either way.
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RE: DOOM 4 gameplay (oh god I said 4)

#68

Post by ibm5155 » Mon Jul 06, 2015 5:25 pm

Implying shooting demons isn't evil...
give a imp a cookie or an impsee...

About the cacodemons, maybe because the light only yellow, you'll see on that ambient only yellow and black like colors,yeah, there was red on that lighting over the pic, but, it's making red light over that spot, and that explains why that's the only red over the space...

Doom 3 cacodemon wasn't red, maybe they mixed Doom 3 with Doom 1 cacodemons and it's not red at all.
But then you guys need to remember, it's not a Doom bfg edition remastered, it's a new game, and executions is just another violent way to kill enemies, at least it really represents the Doom paper, you may think sgt mark invented it, but no, it was alive a long time ago, way before zdoom port born
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RE: DOOM 4 gameplay (oh god I said 4)

#69

Post by Dark-Assassin » Tue Jul 07, 2015 5:18 am

Tux wrote:
AkumaKing wrote: Am I the only one who doesn't mind the colors? Then again, the only things I really do mind are the executions. Why do they exist, even?
cuz burtl
Or Skyrim

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

#70

Post by Bloax » Tue Jul 07, 2015 6:14 am

Laggy Blazko wrote: Because some people think they're funny.
And I'm one of then. >=P

And they don't seem forced, either way.
I've addressed the fatalities before, and not only in one place either;
Bloax wrote:
IdeIdoom wrote:
Ænima wrote: The fatalities are cool but I hope they don't try to turn it into brutal doom. Gameplay >>>> flashiness
Fatalities can be done sometimes and gives you extra health it seems. Otherwise you have your normal fast paced action (second gameplay video shows it).
The finishers (yes, finishers - they're too short to be 'fatalities'!) actually tie very well into the whole gameplay they've set up; seemingly the only way to restore your health/ammo is by killing things and picking up what they drop, which means walking up to wherever the dead monster was. Where are you when you perform a finisher? Right next to the monster - so that you immediately get your shot of health/ammo, making it quite lucrative to quickly zip towards a finishable monster and, uh - RIP AND TEAR ITS GUTS or something.

That's very much unlike the rbutl dumb fatalities, which serve the purpose of flashiness and naught else.
They're a good part of the game and they're gory as fuck.
What more could you want in a violent shooter?

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

#71

Post by AkumaKing » Tue Jul 07, 2015 9:16 am

Bloax wrote: They're a good part of the game and they're gory as fuck.
What more could you want in a violent shooter?
Ehh, I just don't like the finishers. I'm not gonna debate about it since I know it's just my tastes. Either way, though, this game looks absolutely amazing. Can't wait for it to come out.
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RE: DOOM 4 gameplay (oh god I said 4)

#72

Post by Awesome Possum » Tue Jul 07, 2015 10:44 am

Ivan wrote: Someone should forward this to Bethesda and let them know... That color scheme really has to change. Right now it looks like someone pissed all over on the screen on the right one :o
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Totally agree.
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RE: DOOM 4 gameplay (oh god I said 4)

#73

Post by Laggy Blazko » Tue Jul 07, 2015 12:15 pm

Actually, enemies sometimes dropped stuff no matter the player used finishers or not.
I don't think they're related.
Last edited by Laggy Blazko on Tue Jul 07, 2015 12:16 pm, edited 1 time in total.
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RE: DOOM 4 gameplay (oh god I said 4)

#74

Post by Watermelon » Tue Jul 07, 2015 1:12 pm

Untitled wrote: Also, Bethesda realizing the potential of the fanbase with the snapmapping thing seems really cool.
I'm worried SnapMap is going to be all prefabs and we get a Timesplitter-2-like editor. I really hope it's not like that. It would be great if they had both (ex: DoomBuilder style, and their new prefab style for people who are impatient and just want a good looking map), but I'd be extremely disappointed if you're locked into only doing what was on the demo. They said they want it to be moddable like the original Doom, so I'm hoping that means we have freestyle if we want it to be.

Having used a map editor that was 100% prefabs (in Timesplitters 2 for example), it was cool for getting maps up and going, but it gets really old quickly.
Last edited by Watermelon on Tue Jul 07, 2015 1:12 pm, edited 1 time in total.

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

#75

Post by Kara Kurt » Tue Jul 07, 2015 3:00 pm

Watermelon wrote:
Untitled wrote: Also, Bethesda realizing the potential of the fanbase with the snapmapping thing seems really cool.
I'm worried SnapMap is going to be all prefabs and we get a Timesplitter-2-like editor. I really hope it's not like that.
Same...

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

#76

Post by ibm5155 » Tue Jul 07, 2015 3:06 pm

Still better than Rage map editor
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RE: DOOM 4 gameplay (oh god I said 4)

#77

Post by Empyre » Tue Jul 07, 2015 5:23 pm

Laggy Blazko wrote: Actually, enemies sometimes dropped stuff no matter the player used finishers or not.
I don't think they're related.
As I understand it, they drop more if you do the finisher.
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RE: DOOM 4 gameplay (oh god I said 4)

#78

Post by Ascertabus » Tue Jul 07, 2015 6:44 pm

Taking bets on how long it'll take for someone to recreate all of the Episode 1 maps.
I'm guessing maybe 5 hours.
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RE: DOOM 4 gameplay (oh god I said 4)

#79

Post by N30N » Tue Jul 07, 2015 7:34 pm

Ascertabus wrote: Taking bets on how long it'll take for someone to recreate all of the Episode 1 maps.
I'm guessing maybe 5 hours.
Pfffft, probably 2 seconds with that super-doom builder.
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RE: DOOM 4 gameplay (oh god I said 4)

#80

Post by Untitled » Wed Jul 08, 2015 2:05 am

I expect a remake of "Entryway" within the first hour of people learning to map.
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