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Doom 4 should have...


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I don't think that a *completely* open world would work in a Doom game. However, being non-linear and giving the player lots of space to roam and explore are a must.

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Marnetmar said:

I don't think that a *completely* open world would work in a Doom game. However, being non-linear and giving the player lots of space to roam and explore are a must.

Like a smaller scale Bad Company (1)

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Part of the story in Doom 2 mentioned the architecture subverting before Doom Guy's eyes, well it would be nice to see it actually happen in game, but then again it would be kind of pointless.

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What I'm hoping is that since apparantly it's taking place after the demons have invaded, we'll get to see Earth deforming into a second Hell.

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I second yellowmadness54's opinion that there should be a Railgun in Doom 4. The Quake series had it, isn't it about time Doom had one?

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Gordon said:

What I'm hoping is that since apparantly it's taking place after the demons have invaded, we'll get to see Earth deforming into a second Hell.

If you want to see that, watch TV.

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I'm wondering how many more months we're going to be dicking around making useless posts before we get even basic information. I understand that Rage has only been out the door for a couple months, but they announced Doom 4 like two years ago. Quit blue-balling us, id!

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GoatLord said:

I'm wondering how many more months we're going to be dicking around making useless posts before we get even basic information. I understand that Rage has only been out the door for a couple months, but they announced Doom 4 like two years ago. Quit blue-balling us, id!

They are building suspense. Gabe has been doing it for years, and hes kept people on the edges of their seats since!

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  • 2 weeks later...

- NPCs that are sorta optional and can be used to further gameplay, instead of just blabbering on about plot or sending the player off on an "errant boy" quest, because they themselves are too lazy to do the same thing (I'm looking at you Rage!)

I want the player to be in charge for a change and go "Hey, worker Dude! I need your leet repair skillz to repair this here broken elevator so I have an easier way of getting to the Second Floor of that trashed building there." And Worker Dude goes: "Sure, but you better protect me against the baddies while I work, cuz I only have a lousy pop-gun and I suck at this whole shooting jig", which the player promises, epicly fails at (if he sucks at babysitting) and ends up going: "Crap! Does this mean I have to solve some tedious puzzles now?" (except that the puzzles shouldn't be tedious).

- Expanded player movement and less movement restrictions. The player should be able to clamber over crates that are too high for him to just jump over (and please let him jump higher than about a foot into the air), grab onto ledges and pull himself up from and perhaps even scale walls with stuff you can grab onto.
I'm sick of one meter tall railings preventing me from jumping over them. How about a little freedom of movement here? Classic Doom certainly didn't feel this restrictive and you couldn't even jump or crouch in that game. (And yes, I agree that movement speed should be increased to Quake 1 level movement speed - I've tried slower movement speeds now and they do little more than limit your options - gimme back my fast heroes!).

- Some weapons have large clips, making them better suited to fight off large crowds, while their design makes them cumbersome in more cramped spaces where fewer monsters come at you, i.e. the machinegun fires as soon as you press the fire key and is accurate, but not very powerful and has a small clipsize (60 bullets or so), necessitating frequent reloading (preferably behind cover), which is rather snappy. (It might also come with a handy night-vision scope that allows you to spot enemies in the dark if you use the zoom view, but at the cost of peripheral vision).

Whereas the Chaingun (and there'd better be one in the game!) has a clipsize of at least 200 (if its rate of fire is like the Doom 3 one, otherwise the clipsize needs to be larger), is rather powerful and superb for mowing through tightly packed crowds, but lacks accuracy, has spin-up delay and takes ages to reload when you finally have to, encouraging you to switch weapons rather than reloading if you fail to kill everything in the room before the clip empties (reload it *after* killing everything).

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I know the speculation is that Doom 4 will probably be set on earth, but an idea popped into my head.

What if Doom 4 combined Doom and Doom II? That is, player travels through Phobos, finds Deimos, has to go through hell, and returns home to find Earth crippled.

Me like.

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peach freak said:

I know the speculation is that Doom 4 will probably be set on earth, but an idea popped into my head.

What if Doom 4 combined Doom and Doom II? That is, player travels through Phobos, finds Deimos, has to go through hell, and returns home to find Earth crippled.

Me like.

That was litterally, just the plot of DOOM 1.

But I see what you mean, play through events of DOOM 1, return to find Earth crippled, fight those demons, destroy the (likely cooler, more flashy) Icon of Sin, and all.

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Feel free to shoot me for my dumb ideas... but what about different modes of traversal? Vehicles or if not vehicles, super jumps, zero gravity sections, altered gravity (and the need for magnetic boots or demagnetized boots), different vision like night vision, heat vision, wall climbs / wall clinging or at least monkey bars for ceilings and ladders. Again fee free to shoot me if these are terrible ideas.

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Some of those things might have made sense on Mars in Doom 3, but (assuming an earth setting), they wouldn't make much sense on Earth in Doom 4. Except vehicles I guess. I don't think a Doom game needs vehicles in any form, but considering the engine theyre building it on, it's a possibility.

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- Cover based system. Dodging attacks is too hard. It's more fun to hide behind a crate.

- Auto regenerating health, so no health packs. This way a lot of money can be saved because level designers don't need to balance out encounters and power ups.

- No real secrets, secret and easter eggs should be on your path and very obvious because development costs are way too high to implement secrets nobody will find because nobody likes replayability.

- Linear levels. Gamers don't like multiple paths. It's too confusing.

- Even though the levels are linear, everything should be pointed out with a compass or an arrow on screen. If a player stays too long in an area the path should be highlighted too.

- No possibility to quick save. There should only be checkpoints. Preferably right before a 1 minute cutscene

- Doom should have a LOT of cut scenes you can't skip. Games should have emphasis on story not on gameplay.

- Quick time events is what separates good games from bad games. Just like in the excellent game Duke Nukem Forever, it's fun to tap a button just to force a door open.

- Since nobody uses mouse and keyboard anymore, mouse control should be messed up with mouseaccel you can't turn off because nobody cares about mouse control

- the only gamepad in existence is the xbox360 controller. So no support for other controllers.

- Pre-order bonusses: Only when gamers preorder Doom4 then they should receive all weapons. Just like in Rage.

- DLC: There should be DLC on day 1 of release. With extra mappacks every month for 6 months at 20 euros per mappack

- No modtools or map making software will be released to the public, so DLC will sell better

- The PC version has to be a port that only works on 10% of all PC's at release

- Charge for patches

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When the game gets appropriately far, call in the top 100 modders for a weekend or a week. Have them use your iD computers to mod levels after a seminar on how to mod levels. iD computers have no USB or CD burners or can't even physically be accessed by modders to protect the product.

Sims 3 did this.

Then that makes for 100 beta testers giving you feedback right there. And it gives you 100+ Modded levels to include or just stuff into some sort of bonus content.

Hopefully levels can be made easily and quickly. Lick clicking and dragging boxes for room interiors and placing objects or something like that. Adding decales, textures, objects, enemies and boxes (for counters, cover, boxes).

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Less of the obvious trolling please people.

Steutron: There is a thread for thing you don't want Doom 4 to have. Stop being all edgy and ironic and retarded.

Maps in Idtech5 are not quick or easy to make. I know id spent shitloads of hours on every area in Rage, some people's jobs were just to go through maps, find boring parts and make them look better.

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geo said:

Sims 3 did this.


Sims 3 is garbage though, it's loaded with bugs and glitches and whatever. The custom content that came with some of the expansions practically ruined my girlfriend's sim family. especially because her toddlers warped into horrible mutants

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Since id didn't bother to include the editor with RAGE for whatever reasons good or bad, I can only guess how the process is, but I'm fairly sure it's like this:

  • Basic brushwork happens in the editor, but now it's even less than for idtech4 games and most of the more advanced geometry is made in 3D modelling packages and imported into the game.

  • Then, after having created a bunch of static worthless backdrops and inserted them into the game, you go about blocking everything off except a small linear hallway for the player to traverse.

  • All right, so now your static physics-object-less interaction-less adventure is complete, it's time to make it look good! Bring out the stamp-on-decals and waste a few hundred man-hours polishing up the worthless backdrops that add nothing to the game.

  • Now it's time for some lighting, but don't pay too much attention to that. Dynamic lighting was only important in the last generation of games, right?

  • Cram in some weapons, items and monsters and you're ready for testing. Try all the different options and ways of playing the game on XBOX360 and PS3. That means you have to go forward AND backwards. Don't test for the PC, it'll probably work! *CROSSES FINGERS*

  • Oh and don't forget to find a static image skybox. Pick the happy sunshine one that doesn't interfere with its gloomy atmosphere and underlining of the mood.
In all seriousness, the level design process for Idtech5 is more likely to be months or years than a weekend or a week.

Also, throwing in a 100 random maps into a supposedly story/event driven game is the worst thing you could possibly do :P

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AirRaid said:

Less of the obvious trolling please people.

Steutron: There is a thread for thing you don't want Doom 4 to have. Stop being all edgy and ironic and retarded.

Maps in Idtech5 are not quick or easy to make. I know id spent shitloads of hours on every area in Rage, some people's jobs were just to go through maps, find boring parts and make them look better.


I wasn't trying to be trolling if that was me. And maybe Idtech5 is flawed in its complexity. I've seen other editors like for Morrowind, Oblivion and a few other games that was very easy to use and make great levels and mods.

So anyway, my idea was flawed I guess.

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Megamur said:

Again, some songs may have been taken from those bands, but several of them were transformed into non-metal songs. Map18's music is also apparently based off a metal song. Does Map18 sound metal to you? And that level has a HUGE fight in it, with lots of action, but still features a rather moody song.

Again, if you want metal, play Serious Sam or Painkiller. Let DOOM be DOOM.


I have the solution to this problem. Why not dark ambience when you are not fighting enemies to build tension.... and then this hardcore heavy metal guitars and stuff going on like in Classic DOOM! It builds a LOT of tension.

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steuntron said:

- Cover based system. Dodging attacks is too hard. It's more fun to hide behind a crate.

- Auto regenerating health, so no health packs. This way a lot of money can be saved because level designers don't need to balance out encounters and power ups.

- No real secrets, secret and easter eggs should be on your path and very obvious because development costs are way too high to implement secrets nobody will find because nobody likes replayability.

- Linear levels. Gamers don't like multiple paths. It's too confusing.

- Even though the levels are linear, everything should be pointed out with a compass or an arrow on screen. If a player stays too long in an area the path should be highlighted too.

- No possibility to quick save. There should only be checkpoints. Preferably right before a 1 minute cutscene

- Doom should have a LOT of cut scenes you can't skip. Games should have emphasis on story not on gameplay.

- Quick time events is what separates good games from bad games. Just like in the excellent game Duke Nukem Forever, it's fun to tap a button just to force a door open.

- Since nobody uses mouse and keyboard anymore, mouse control should be messed up with mouseaccel you can't turn off because nobody cares about mouse control

- the only gamepad in existence is the xbox360 controller. So no support for other controllers.

- Pre-order bonusses: Only when gamers preorder Doom4 then they should receive all weapons. Just like in Rage.

- DLC: There should be DLC on day 1 of release. With extra mappacks every month for 6 months at 20 euros per mappack

- No modtools or map making software will be released to the public, so DLC will sell better

- The PC version has to be a port that only works on 10% of all PC's at release

- Charge for patches

This isn't Call of Duty: Modern DOOMFare 4. Do you understand that?

Regenerating health? That isn't DOOM....

No secrets? This is DOOM buddy. We need secrets it's part of DOOM.

Linear Levels? DOOM 2 didn't have linear levels. It was open and creative. We gamers like OPEN levels. Multiple paths in a level is good and that's what DOOM did right.

Compass and Arrow on the Screen? Boy you've been playing too much Modern Warfare....

No way to Quick Save? Dude, are YOU sure your even a DOOM fan?

Cutscenes? THIS ISN'T FUCKING MODERN WARFAG 3!!!! AND A VIDEO GAME ISN'T A VIDEO GAME IF IT ABUSES CUTSCENES A LOT.

Besides John Carmack once said "Story in a video game, is like a story in a porn movie. It's supposed to be there, but it's not expected."

Also, DOOM 1 had no story. Am I right fellas?

Quick time events?? DID A FUCKING COD FANBOY OR DNF FANBOY WRITE THIS POST???

Messed up Mouse-Control???? id Software... please don't take this idiot seriously. Mouse should be the most precise controller and the most awesome controller to use. Also, your incorrect I still play PC games with a keyboard and mouse!

Gamepad in existance? Boy, were you dropped on the head as a kid? Because, DOOM doesn't need no stupid gamepads. It just needs a mouse and keyboard.

Pre-order bonuses? Dude, just stop with the modern bullshit. It isn't DOOM.

DLC??? WE DON'T NEED MORE FUCKING DLC. JUST PUT THE GODDAMN CONTENT ALREADY IN THE GAME AND WAIT FOR THE FUCKING SEQUEL!!!

No modtools or editing map tools???? WHAT THE FUCK IS WRONG WITH YOU????? OF COURSE WE NEED MODTOOLS AND EDITING TOOLS. DOOM 3 HAD PLENTY OF MODS.

The PC port should be a port that only works 10% at release....

Admin, or whoever you are that's in charge of this thread... I hope you fucking ban this COD fanboy. I mean, you, me, and pretty much everyone played DOOM 1 on the MS-DOS and on the Computer... what the fuck does this kid know? He's just a stupid COD fanboy.

Also, Modern gameplay mechanics aren't DOOM....

What WE veteran DOOM fans want to see in DOOM....
- Medkits, yeah lots of Medkits
-Secrets!, plenty of secrets
-Non-linear levels like good ol' Classic DOOM!
-No compass or arrow on the screen!
-Quick save whenever we feel like it!
-No cutscenes!
-No fucking boring Quick Time Events
-No reloading
-Lots of mouse control, show the inferior console gamers that the PC mouse and keyboard is the most SUPERIOR controller.
-No gamepad support
-No pre-order bonuses
-No DLC
-Modding tools, and map-making
-PC version that will work 100% just like consoles
-Old-school Classic DOOM gameplay
-Lots of blood and guts
-Lots of metal
-Lots of Classic DOOM styled monsters, levels, and weapons.
-7 Weapon Limit (Like in Classic DOOM)
-Possibly remake of DOOM 1 on id Tech 5.....
-Possibly something that feels like the DOOM we all know and love (Classic DOOM)

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