Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The New DOOM Thread (2016)

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,459
Location
Dutchland
537222_v1.jpg
Quite a lot of effort from the creator of this image just to make a shitty and butthurt nostalgia argument.
Clearly you've never heard of Winston "My webcomic has a words-to-panel ratio that leaves CAD in the dust" Rowntree.

This image is pure bullshit.
It's because obviously it's false. The nuDoom guy in the image holds shotgun with his left hand, while in the game he is clearly right handed.
Seems fake. I can tell from some of the pixels and from seeing quite a few shops in my time.
Maybe it's ambidexterity? Old Doomguy punched and wielded his pistol with left, while doing everything else with right.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Quite a lot of effort from the creator of this image just to make a shitty and butthurt nostalgia argument.

That and it's missing the fact that the gameplay mechanics are completely different resulting in very different experiences and dynamics.
 

---

Arcane
Joined
Dec 19, 2015
Messages
1,730
Location
Italy
The Doomguy was also an environmentalist :incline:
efcb733d2feb78c76509fa0a46abe7d8-650-80.jpg

I'm sure that I would think things like these if I was in the same situation, between a gunfight and another :M

Oh, that comic book was so stupidly funny :lol:
 
Last edited:

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
- the maps are big and you can get lost on them while searching for keys or other crap. I love it! No FPS game had such maps since... I don't know, the first Unreal?
- which brings us to another stupid thing: monster spawns. Barely any monsters roam the world. You enter an area, all doors close and you fight 30 spawning monsters until the doors open. Is this Doom or Painkiller?
Alright can someone clear this up for me? Does this game retain the old-school level design philosophy or not? On the one hand you mention large maps and keys, which implies the adventure-style level progression that was present in the original. But then you mention kill rooms and locked doors, which definitely doesn't. So where does this game fit in that regard? If it doesn't have the sophisticated exploration elements that were present in the original, it's not a nostalgic throwback; I don't care what other features it may have.
Nothing to clear up. It's a mix of old-school and modern. One moment you are overjoyed because of the beautiful oldschoolness and a moment later you think "lol, what is this shit". It's much more of a nostalgic throwback than the recent Wolfensteins or Shadow Warrior.
 

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,374
Nothing to clear up. It's a mix of old-school and modern. One moment you are overjoyed because of the beautiful oldschoolness and a moment later you think "lol, what is this shit". It's much more of a nostalgic throwback than the recent Wolfensteins or Shadow Warrior, so I guess I could recommend it.
Just how linear are the levels though?
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
The maps are surprisingly vast and with quite a few areas to explore. I sometimes got lost and walked around through a whole level, finding new areas and secrets before finally noticing where to go next.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
The level design could make a typical Call of Duty player sit down in the corner of the room with cold sweat and tears. That's probably why they added a quest compass :D
Upgrade points and collectibles - yes, that's stupid, one of the "lol, what is this shit" moments I wrote in one of my previous posts. But the observation, walking and jumping it takes to get there is rewarding enough and kind of made me feel that not all is yet lost and there is still hope for humanity.

I like the game so far but the annoying 2016 design elements are... annoying.
 

sexbad?

Arcane
Patron
Joined
Apr 7, 2013
Messages
2,812
Location
sexbad
Codex USB, 2014
The bigger levels are just a bunch of self-locking arenas with multiple routes to reach and leave them. For instance, in the foundry level, there's nothing stopping you from running around a good portion of the space in the level for a while and then dropping 100 feet or something to a platform beneath you that's right above a big lava pit. But then once you get down to that platform, you have no way at all of getting back up until you kill the 20 or so enemies that gradually spawn until. And really not much has happened during the roaming you've done up until that point.

It's pretty much that or worse. As I recall, the second half becomes only the arenas and not much else, like in NeueWolf. You fuck up an arena, leave, and then find another one. Hooray.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,285
Have you played any shooters beside D44M in the last 10 years?

there were shooters in last 10 years ? I mean sure CS clones but shooters in vein of Doom or Quake ? Nah. Prey, Painkiller, Serious Sam but all of those were either mediacore or had vastly different focus.

Quake 4 Campaign > Quake 2 Campaign.

Quake 3 didn't have a campaign.

You have to be fucking kidding me. Quake 4 has absolute garbage campaign. Quake 2 at the time was fucking amazing and even now it is way more fun to play than Quake 4 cringe whatever it was.

Doom (current year) on other hand seems to actually be proper Quake 4 just with DooM name and art.

Quality has its price.

I wouldn't touch anything Epic makes this days with 10 foot pole. UT99 is still amazing and they couldn't fucking upgrade it or replicate it for nearly decade.
 
Joined
Sep 22, 2015
Messages
1,020
The level design could make a typical Call of Duty player sit down in the corner of the room with cold sweat and tears. That's probably why they added a quest compass :D
Upgrade points and collectibles - yes, that's stupid, one of the "lol, what is this shit" moments I wrote in one of my previous posts. But the observation, walking and jumping it takes to get there is rewarding enough and kind of made me feel that not all is yet lost and there is still hope for humanity.

I like the game so far but the annoying 2016 design elements are... annoying.
The bigger levels are just a bunch of self-locking arenas with multiple routes to reach and leave them. For instance, in the foundry level, there's nothing stopping you from running around a good portion of the space in the level for a while and then dropping 100 feet or something to a platform beneath you that's right above a big lava pit. But then once you get down to that platform, you have no way at all of getting back up until you kill the 20 or so enemies that gradually spawn until. And really not much has happened during the roaming you've done up until that point.

It's pretty much that or worse. As I recall, the second half becomes only the arenas and not much else, like in NeueWolf. You fuck up an arena, leave, and then find another one. Hooray.
:cmcc:
 
Joined
Mar 29, 2007
Messages
4,640
Quake 4 Campaign > Quake 2 Campaign.

Quake 3 didn't have a campaign.

You have to be fucking kidding me. Quake 4 has absolute garbage campaign. Quake 2 at the time was fucking amazing and even now it is way more fun to play than Quake 4 cringe whatever it was.

Doom (current year) on other hand seems to actually be proper Quake 4 just with DooM name and art.

Bro, I kid you not.

I played Doom 3 without the duck tape mod and it was basically like F.E.A.R.: the exact same mob in the exact same corridor, over and over and over again.

Quake 4's campaign on the other hand, was similar to Doom 3 only it was well lit and not as repetitive IIRC.

Quake 4 also took up with the Strogg instead instead of returning to the Cthulhu theme of Quake proper, which is my personal preference between the two bisecting storylines.
 

Quatlo

Arcane
Joined
Nov 15, 2013
Messages
956
Quake 4 Campaign > Quake 2 Campaign.

Quake 3 didn't have a campaign.

You have to be fucking kidding me. Quake 4 has absolute garbage campaign. Quake 2 at the time was fucking amazing and even now it is way more fun to play than Quake 4 cringe whatever it was.

Doom (current year) on other hand seems to actually be proper Quake 4 just with DooM name and art.

Bro, I kid you not.

I played Doom 3 without the duck tape mod and it was basically like F.E.A.R.: the exact same mob in the exact same corridor, over and over and over again.

Quake 4's campaign on the other hand, was similar to Doom 3 only it was well lit and not as repetitive IIRC.

Quake 4 also took up with the Strogg instead instead of returning to the Cthulhu theme of Quake proper, which is my personal preference between the two bisecting storylines.
Did you try Prey? its much much better than Q4, with some interesting level design.
 
Joined
Mar 29, 2007
Messages
4,640
Quake 4 Campaign > Quake 2 Campaign.

Quake 3 didn't have a campaign.

You have to be fucking kidding me. Quake 4 has absolute garbage campaign. Quake 2 at the time was fucking amazing and even now it is way more fun to play than Quake 4 cringe whatever it was.

Doom (current year) on other hand seems to actually be proper Quake 4 just with DooM name and art.

Bro, I kid you not.

I played Doom 3 without the duck tape mod and it was basically like F.E.A.R.: the exact same mob in the exact same corridor, over and over and over again.

Quake 4's campaign on the other hand, was similar to Doom 3 only it was well lit and not as repetitive IIRC.

Quake 4 also took up with the Strogg instead instead of returning to the Cthulhu theme of Quake proper, which is my personal preference between the two bisecting storylines.
Did you try Prey? its much much better than Q4, with some interesting level design.

Yeah, I liked Prey even though I didn't put too much time into it.

The beginning was awesome, but then it got sorta mediocre.
 

shihonage

Second Variety Games
Patron
Developer
Joined
Jan 10, 2008
Messages
7,183
Location
United States Of Azebarjan
Bubbles In Memoria
Well after being forced to upgrade to NVidia's latest driver (a.k.a. NVidia QA department, consisting solely of their janitor, waiting for reports of people's GPUs blowing up), I got D44M to run.

After all the positive hoopla I expected my cynicism to be sent packing, to feel some sort of embarrassment perhaps, for expecting the worst.

Yet after about 10 minutes of this "experience", I will probably never run it again.

You start off in a cutscene of being tied to a surgical table, from which you somehow break off, because whatever, and then you start sliding on ice skates around a monochrome red-tinted level.

Mouse aim is floaty, imprecise. I'm sure there's a hax somewhere to fix it, but this coming from an id game is amazing.

Your gun feels like ass compared to Doom 1/2 pistol, then a monster "introduces itself" to you via a micro-cutscene, and you have a shotgun now, via micro-cutscene, and imps take 3-4 shots to kill at average distance, thus negating the whole idea of Doom's shotgun.

Meanwhile, music plays in background that was recorded via sophisticated technique of grinding sandpaper against the microphone.

I looked at this monochrome mediocrity, recalled all the Youtube videos that look exactly like this, and asked myself if I give enough shits to continue.

I think I'm all out of shits.
 
Joined
Apr 19, 2008
Messages
3,060
Location
Brazil
Divinity: Original Sin


This is from a cracked article. And there's a lot of lies in this list:

- huge faceless marine:

doomfaces.gif~c200


face of faceless.

Also, doomguy seems like a tiny midget sometimes.

- using a variety of weapons:

hmmm... this fits every shooter ever released. even CoD.

- There are no cut-scenes to distract you:

It's not really the case in D44M. There's lot's of cut-scenes and scripted events, and even glory kills are cut-scenes.

- SP and MP modes:

again, something present in 95% of any shooters.

- fast action and no weapon reloading:

this is true, but doom comes from an era where there was probably no weapon reloading in ANY game. Back then, doom was an action game, since FPS genre didn't exist. Most shooters from that time had no reload not because of gameplay, but because it was an afterthough when realistic shooter started to appear.

-Cutting edge graphics:

This new doom offers nothing so impressive that would make us think games look reality. It looks good, but that can be said from all new releases.

-Free tools?:

Well, I'm not tech savvy, but isn't doom source code released entirely for free? and people made their own tools?

-played in the 90's?

Not in jarlfrank's case, and lot's of people still play doom 1/2 today.

Also, this picture tends to present the idea that Nu-doom is exactly old Doom since it shares lot's of olddoom's features. But those are not what makes doom Doom. Those are mostly features of every FPS in general.
 

Space Insect

Arcane
Joined
Sep 23, 2015
Messages
868
Location
Shaggai
Does crapmap even count as a real tool? Can it even be compared to the tools in the original Doom? All I can say is that I don't expect that we will get an h-doom mod for d44m anytime soon.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom