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)

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
https://twitter.com/RatCasket/status/610478646499766273
CHjbF_TUEAEN9rJ.jpg

CHjbFwRVEAAo1P5.jpg
Much better, but still not quite DOOM.

Why haven't developers learned from 9 years of Xbox 360 development that graybrown filters, motion blur and other modern "visual enhancements" look like shit?
You don't need filters. Q2 already had this look thanks to innovative "puke lighting" technology.
 

Taxnomore

I'm a spicy fellow.
Patron
Joined
Oct 28, 2010
Messages
10,102
Location
Your wallet.
Codex 2013 PC RPG Website of the Year, 2015
That's the thing, really. Doom doesn't need ANY kind of visual enhancement. It looks still good enough, hence, Doom doesn't need Doom 4.
This game is absolutely unecessary. It's not an "update" on Doom. It's not going to replace it in anyway, like F1 2015 replaces F1 2014. It's pointless.
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
I bet less than 1% of those who will purchase D00M 4 ever played Doom or Doom 2.

Well, DUH. It's a Bethesda game we're talking about. Replace "Doom" with "Fallout", or "D4" with "Oblivion/Skyrim" and "D1/2" with "Arena/Daggerfall", and you will see the pattern emerging.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,301
https://twitter.com/RatCasket/status/610478646499766273
CHjbF_TUEAEN9rJ.jpg

CHjbFwRVEAAo1P5.jpg


Why haven't developers learned from 9 years of Xbox 360 development that graybrown filters, motion blur and other modern "visual enhancements" look like shit?

Why would they learn that, and from Xbox 360 development to boot?

Just the other day i was fiddling around those Doom 3 mods to see what they were about. Out of curiosity i downloaded this shit because it basically merges all the notable mods into one single package:

http://www.moddb.com/mods/absolutehd/downloads/doom-3-absolute-hd-16

And sure enough, everything ended up looking like absolute shit. There's no avoiding the decline because the vast majority of gamers themselves are fucking retarded.
 
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
You should have added the pixelized HUD to the pixelized image, my dear amateur bro'. Pixelized+NonPixelized does not fit
 
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
Nah.
1. The modern Doom remake will obviosuly be a 3D remake.
2. You over-pixelised the pic anyway.

I don't get your point, when you clearly failed in your attempt to "correct" the picture (hint: aesthetics)
 

Love

Cipher
Joined
Dec 31, 2013
Messages
371
I just noticed how accurately the Doomguy's face comments the jokes about your pictures.
A4cizGt.png
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
I wonder if one could actually re-create the original DOOM levels in this new editor?
It looks based on large predefined building blocks like pre-built rooms and corridors placed on a grid, which you can further dress up with all sorts of clutter, so my guess is no.

DOOM engine, like any BSP based engine was based on arbitrarily shaped geometry decorated with textures, lighting and all sorts of doodads.
Making for example pentagram shaped room required just defining the sectors matching the desired shape with desired texturework. In DOOM 4 you only have premade rooms you can snap together in predefined ways so if none of them is pentagram shaped you're fucked.
You would have better chances of pulling this sort of level design in Skyrim Creation Kit because while still block based it has been designed to allow more organic design accommodating non-discrete bends and including pieces to cover up holes and overlaps caused by going off grid or building different parts of given locations on non-matching grids.

Still, in neither will you be able to build non-euclidean mindfucks and truly arbitrary geometry you could in late BSP based engines and their respective toolsets.
In UT you could build a Tesseract or Poincare's Homology Sphere shaped map and the engine wouldn't give a single fuck in spite of it violating commonsensical geometry with chainsaw-lined dildo.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
News from the multiplayer
  • weapon loadouts (3 premade classes "assault", "sniper", "ambusher", 2 free slots)
  • no normal weapon pickups (only special weapons)
  • unlocks
IGN said:
Doom multiplayer seems to have a great dual identity. It borrows the fun, arcade-like spirit from shooters like Perfect Dark and TimeSplitters and mixes it with the speed and gore of classic Quake. My teleporter example from above doesn’t exist in a vacuum. One special weapon sees through walls, which would probably be considered “OP” in most other shooters. Another weapon becomes more powerful the more you move, giving you a good reason to run and gun like a maniac.
doom_quakecon_1-1152x648.jpg


doom_quakecon_6-1152x648.jpg



The low contrast is really annoying.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
  • weapon loadouts (3 premade classes "assault", "sniper", "ambusher", 2 free slots)
  • no normal weapon pickups (only special weapons)
  • unlocks

:lol:

Doom multiplayer seems to have a great dual identity. It borrows the fun, arcade-like spirit from shooters like Perfect Dark and TimeSplitters and mixes it with the speed and gore of classic Quake. My teleporter example from above doesn’t exist in a vacuum. One special weapon sees through walls, which would probably be considered “OP” in most other shooters. Another weapon becomes more powerful the more you move, giving you a good reason to run and gun like a maniac.

:lol:
 

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