Guest Tagart 666 Posted June 26, 2000 I hear they (ID Software) are going to make Doom3. Well, I have some ideas for Doom3. For one thing, I think there should be a level or two in some sort of space craft. There should also be some distinction between monsters of the same race, in the old Dooms all the imps loked exactly alike, all the hell princes looked alike,ect. They could have an engine that randomizes creatures a bit, a darker shade of skin, a spike in a different spot, amustache on a zombie, stuff like that. And zombies should use all kinds of different weapons such as teeth,crowbar,fist,bone,knife,kleaver, and things they could have been carrying in their hand at time of death. I also think there shoul be cool light effects such as in Unreal and AvP. And mabee you could have different character classes as in System Shock 2,a Marine, a smuggler, a pilot, a UAC worker,ect. But I think they should keep the weapons human made, I don't want to see marines using alien looking weapons. And, mabee they should have real weapons instead of generic weapons, and you shold be able to see the difference in what weapon another player has out in Multiplayer. I also think you should be able to open UAC crates in search of weapons, health, ammo, and such. Another thing is I'd like to see cool weather effects like mars whirl winds and cool stuff like that. I think you shold have more of a choice in the close hand weapons you use, you should find several different kinds of melee weapons but only carry one or two at a time, such as knives, crowbars, tazer, bayonet, and thrown hand grenades is a good idea. The music would probably be best in MP3 format. Doom3 should have a deeper storyline, too. I think you shold meet other survivors in the game that help you fight, like UAC workers, civilians, merchants, and so forth. In Doom3 I would also like to see an engine that supports alot of interactivity like in Duke3d and Sin. Well, thats all I got so far. 0 Share this post Link to post
Guest Epiphany Posted June 26, 2000 You hear correctly my friend. Some of your ideas deserve credit. Weather effects is something which has never been fully explored in the world of fps and would definatly suit the diverse world/s of Doom. Diversity in the enemys would be a good addition but one which I believe should be purely visual. I would hate to run up to an imp from behind not knowing exactly what weapon he is holding. Perhaps all enemies of one species should have several attacks, this was kind of like the original Doom's - a melee attack and a longer ranged one, where applicable. Mp3 music might be hard to implement considering the processing power required to decode them on the fly. Finally non enemy characters would be a worthwhile addition but ones which fight along side you might be overcomplicating the Doom formula of a simple shoot-em-up. Wounded soldiers and the like would look nice, moving on the floor or tied to walls and the like, just as in the original games. 0 Share this post Link to post
Guest Doom God-X Posted June 26, 2000 Definitely. The idea of having the same TYPE of monster look a little different from the others adds a little touch of realism to the game. 0 Share this post Link to post
Charon Posted June 26, 2000 What if the placement of enemies was different each time the level was played. For instance, in E1M3, you knew then when you opened that first door, you were going to be attacked by 3 Sargeants, 2 Imps and a couple demons (or something like that). How about if the monster placements were random or at least had different combinations. The level designer could for example say: "I want 8 Imps, 12 Marines, 9 Sargeants, 5 demons and 1 Baron of Hell" and the game engine would place them in different spots every time the level loads. 0 Share this post Link to post
Guest Tagart 666 Posted June 26, 2000 Epiphany said:You hear correctly my friend. Some of your ideas deserve credit. Weather effects is something which has never been fully explored in the world of fps and would definatly suit the diverse world/s of Doom. Diversity in the enemys would be a good addition but one which I believe should be purely visual. I would hate to run up to an imp from behind not knowing exactly what weapon he is holding. Perhaps all enemies of one species should have several attacks, this was kind of like the original Doom's - a melee attack and a longer ranged one, where applicable. Mp3 music might be hard to implement considering the processing power required to decode them on the fly. Finally non enemy characters would be a worthwhile addition but ones which fight along side you might be overcomplicating the Doom formula of a simple shoot-em-up. Wounded soldiers and the like would look nice, moving on the floor or tied to walls and the like, just as in the original games. Your right, an imp should not carry a weapon. I should have been more specific, I meant that the zombies should wield different weapons as in the human oponents in Turok1. About the MP3s: If people don't like the mp3s in the game they can replace it with other MP3s or make MP3s from audio CDs, and Daikatana did not have a problem playing its MP3s on the fly. (At least the music worked well in the game.) And I loved the original architexure and they should keep it up. 0 Share this post Link to post
Guest Tagart 666 Posted June 26, 2000 Charon said:What if the placement of enemies was different each time the level was played. For instance, in E1M3, you knew then when you opened that first door, you were going to be attacked by 3 Sargeants, 2 Imps and a couple demons (or something like that). How about if the monster placements were random or at least had different combinations. The level designer could for example say: "I want 8 Imps, 12 Marines, 9 Sargeants, 5 demons and 1 Baron of Hell" and the game engine would place them in different spots every time the level loads. You are right, that is a very good idea, it would add alot of realism. 0 Share this post Link to post
Guest Kracov Posted June 26, 2000 cool ideas man. but i dont think a moustached zombie weilding a crowbar would fit in. theres already drunk rednecks like that. hehe. 0 Share this post Link to post
DiSTuRBeD Posted June 27, 2000 Tagart 666 said:You are right, that is a very good idea, it would add alot of realism. It's a good idea, but it messes up everything if you plan to play competetive. Then it should be equal everytime you play for everyone. There could be two different modes, the "real" singleplayer with the random stuff and another one with everything in the same spots. I really don't think the random stuff is important 0 Share this post Link to post
DiSTuRBeD Posted June 27, 2000 Epiphany said:You hear correctly my friend. Some of your ideas deserve credit. Weather effects is something which has never been fully explored in the world of fps and would definatly suit the diverse world/s of Doom. Diversity in the enemys would be a good addition but one which I believe should be purely visual. I would hate to run up to an imp from behind not knowing exactly what weapon he is holding. Perhaps all enemies of one species should have several attacks, this was kind of like the original Doom's - a melee attack and a longer ranged one, where applicable. Mp3 music might be hard to implement considering the processing power required to decode them on the fly. Finally non enemy characters would be a worthwhile addition but ones which fight along side you might be overcomplicating the Doom formula of a simple shoot-em-up. Wounded soldiers and the like would look nice, moving on the floor or tied to walls and the like, just as in the original games. Yea, random looks are good, very good. Gives every monster more personality and scares you even more =) But when it comes to weapons, ok there shud be a lot but not random. 0 Share this post Link to post
Guest Reptile Posted June 27, 2000 As everyone who replied to this message has already established, yes, those ideas are great. I almost got the idea while reading your message that you were talking about ramdomising EVERY SINGLE enemy, not just giving each one a choice of five 'skins' or decals. Where I come from, RAM dosn't just fall out of trees as you walk underneath. If this engine could create these demons as the level was loading, giving each one different spikes, colour shades, or whatever, the game would take up a huge amount of memory. Remember when games that used polygon characters instead of sprites had to limit the amount of enemies you could see/fight at any one time due to keeping the game running at an acceptable rate. DOOM, because of it's simple sprite enemies was able to draw many on the screen at a time. Remember e3m6? There were hundreds of enemies on that map alone. I'm certainly not saying we should all return to sprite based objects, but just think for a minute about id software. Carmack is a great programmer, not only do his engines look good, they run fast as well. John Carmack has on many occasions dismissed ideas that would add to the game in such a small way for the speed decrease it would result in. If the spirit of DOOM is returned in it's original form, you won't get to notice the small differences on the face of each imp before you blew it off. Small rooms, lots of enemies in them, and certainly no lack of ammo.... Yeah, that's DOOM. 0 Share this post Link to post
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