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Doom 2016 Issues


LordTestes

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Marnetmar said:

Sorry but when somebody's acting this entitled it's kind of hard not to mock.

I just really care. I feel like too many games or sequels or remakes or whatever just suck so bad these days

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LordTestes said:

I just really care. I feel like too many games or sequels or remakes or whatever just suck so bad these days


The thing is you're picking on really tiny insignificant things. The game isn't going to toally suck because of the way the chainsaw animations are designed.

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I don't think the game is going to suck at all, especially after seeing the way Wolfenstein turned out. I feel so positively about the game, that I just want it to be near perfect in terms of setting, gameplay (which animations are a part of), and creatures

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LordTestes said:

Make sure YOU interpret correctly or understand what I'm saying before being an asshole.


He interpreted it correctly,but you didn't. Stop being so defensive, nobody's attacking you.

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Just saw the new Doom trailer on Facebook, and it looks like things have been changed a little bit, and for the better! Only negative in the whole video was the pinky, but at least it resembles a pinky which keeps me thinking on the positive side.

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Two types of horns I would like to see on a demon in new Doom, if the Cyberdemon would have one of this two types, i think he would look far more intimidating. Also an animal face/head would have been much better then the classic monster one.

First type:

HUGE ASSED DBZ IMAGE #1

HUGE ASSED DBZ IMAGE #2

Second type:

HUGE ASSED DBZ IMAGE #3

HUGE ASSED DBZ IMAGE #4

Stop posting huge dumb images of huge dumb things - AirRaid

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Here is what I want to change.

- Shotgun & Plasma Rifle's skins to have more life than just being so bland
- Cyberdemon's redesign.
- Doomguy not looking like he's a cyborg or a robot. Needs to have arms exposed.
- No items drop after you kill an enemy.
- We haven't seen Arch-viles & arachontrons but they must be in the game.
- Zombies & imps redesign
- Setting to be anywhere else but Mars.
- Hellish levels to be more sinister

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Soldier993 said:

- Doomguy not looking like he's a cyborg or a robot. Needs to have arms exposed.

He's in a non-terraformed alien planet, and a full armor protects him. Also, probably has nanomachines or whatever that gives strenght.

Soldier993 said:

- Setting to be anywhere else but Mars.

They are saving it for the sequels, probably.

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LkMax said:

He's in a non-terraformed alien planet, and a full armor protects him. Also, probably has nanomachines or whatever that gives strenght.

They are saving it for the sequels, probably.


Well, Doom 3 guy had his arms exposed on the surface of Mars.

Sequel? I don't think Doom 4 will be successful enough to have a sequel in the future but then again, we'll see.

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So far my only concern, besides the blatant cash grab of SnapMap, is weapon and player upgrades will severely limit replayability. Seems like something that must be designed very carefully otherwise the whole game will boil to one choice of two at specific points. Then next playthrough you pick the one you didn't the first time. Weehoo.

I have very high hopes for Doom, but I'm ready for disappointment. The only thing that's impressed me is monster design (not Cybie). Fatalities are just kinda meh. I had enough of those in SS3, and everyone's saying they're optional but I just dont see an option on higher difficulties if you're low on health, thus forcing you into a Modern Gaming Fail just to beat a level or get past a specific point.

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Flesh420 said:

weapon and player upgrades will severely limit replayability. Seems like something that must be designed very carefully otherwise the whole game will boil to one choice of two at specific points.

I'm not really following your logic here. Giving the player different ways of playing the game makes it less replayable?

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Flesh420 said:

So far my only concern, besides the blatant cash grab of SnapMap,


At what point has anyone mentioned anything about charging anything for snapmap? A couple of people here speculated they might produce some content DLC for it, but that was speculation. As it stands Snapmap comes with the game, and all content is free to download.

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Flesh420 said:

besides the blatant cash grab of SnapMap


How is it a cash grab in any way? It is part of the base game, you're not paying for it.

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Man, I HATE the Dubstep In this game when It's clearly Deathstep/NIN based, GEEZ ID SURFTWERE GIT UR SHET TOGETHER.

I'm sorry, but you sound like every other fan that's been complaining honestly. At this point I'm just completely numbed out by them and when I play It, I'll have a true opinion on It. But for now It looks better than It was, It's less gritty and more cartoony and over the top then It was back when It had a piss filter.

You want a shitty comeback? Duke Nukem Forever, I enjoyed some of It but I can even admit It was a disappointment. A HUGE one at that. This DOOM will beat the shit out of DOOM 3, that's for sure.

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Did anyone else notice that in the SnapMap there was a map size/resource limit? What kind of blasphemy is this?! I sure hope there is a mod to bypass that or that they give you a decent amount of space to work with.

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LordTestes said:

Did anyone else notice that in the SnapMap there was a map size/resource limit? What kind of blasphemy is this?! I sure hope there is a mod to bypass that or that they give you a decent amount of space to work with.


The kind of "blasphemy" that has been in almost every in-game map editor of this type ever created. Portal 2. Tony Hawks Pro Skater (all of them). Timesplitters. The only one I can think of offhand which doesn't have a hard limit is Trackmania.

And this is for a really good reason. Otherwise people will make things which will literally cause memory errors and crash the game.

Just because there is a size limit, does not mean it will necessarily be really restrictive. We'll need to wait and see on that point, although Marty did mention some people have made some pretty big, complex things.

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All of my concerns are with just SnapMap.


-SnapMap can't properly link maps together. They are linked in a sense but it won't save your ammo, health, ect. Basically you have to pistol start each time. Immersion will be broken. I doubt you will be able to add story text or something as well. I hope this is something they might consider adding.

-No bosses in SnapMap. Although this is understandable, I hope they at least add some dumbed down variant that is not massive (and being restricted by it's size and scripts). I expect Cyberdemons/SpiderDemons added for it at least.

-Content: How much do we get and how much will we continue to get in the future? Will it dry up after a few months?

-Outdoor zones? Are we just limited to indoor?

-Wish I could play my maps with my other friends (some have xbox one, others have PS4)

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Other than SnapMap and the somewhat limp-wristed battle music, my only other concern is the incongruity with enemy design. Some of them look grotesque and horrifying (imp, cacodemon, lost soul, the possessed, hell knight), but some look cartoonish and toy-like (baron of hell, cyberdemon, pinky, mancubus). I think they should have gone grotesque/horrifying for all of them, but that's just me.

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We don't know if you are able to alter a player's starting gear or not. With how customizeable they are making it out to be, I wouldn't be surprised if they let you give the player anything you could want.

We don't know which bosses aren't allowed. They could've been referring to the elite versions of monsters, they could've been referring to the Cyberdemon, they could've been referring to other types of bosses, ones like the Icon of Sin where the level is catered around the gimmick to defeat that boss.

Timesplitters never got updates to its mapmaker, but I still have a blast making maps for it. Snapmap won't be as open as just straight mod tools, and many people will be disappointed with it, but I know I will have a ton of fun with it.

They've confirmed its all indoors.

While you can't play cross platform between consoles (which no games allow) anything you make on one platform can instantly be downloaded from another platform. Build a map on PC, play it on Xbox or PS4.

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Flesh420 said:

So far my only concern, besides the blatant cash grab of SnapMap, is weapon and player upgrades will severely limit replayability. Seems like something that must be designed very carefully otherwise the whole game will boil to one choice of two at specific points. Then next playthrough you pick the one you didn't the first time. Weehoo.

I have very high hopes for Doom, but I'm ready for disappointment. The only thing that's impressed me is monster design (not Cybie). Fatalities are just kinda meh. I had enough of those in SS3, and everyone's saying they're optional but I just dont see an option on higher difficulties if you're low on health, thus forcing you into a Modern Gaming Fail just to beat a level or get past a specific point.


Correct me if im wrong, but from what i understand so far, you can actually choose when 2 use these weaponmods. Of course, some will be more useful in certain situations.

There will however be healthpacks, megahealth and goodies like that spread across the map. Maybe monsters will no longer drop health on the higher difficulties? One can only speculate.

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wheresthebeef said:

We don't know if you are able to alter a player's starting gear or not. With how customizeable they are making it out to be, I wouldn't be surprised if they let you give the player anything you could want.

We don't know which bosses aren't allowed. They could've been referring to the elite versions of monsters, they could've been referring to the Cyberdemon, they could've been referring to other types of bosses, ones like the Icon of Sin where the level is catered around the gimmick to defeat that boss.

They've confirmed its all indoors.


Starting ammo and such won't fix the problem. I really don't see why it would be so hard to have maps properly linked within SnapMap. It will really kill a bunch of ideas.

I hope we can use Elite monsters. They are just bigger/stronger variants of normal ones so there would be no excuse there. All monsters with the exception of giants script based demons should be in SnapMap.

Indoors only is very sad to hear. So no Hell? No Caves?

Final Note: I wish we could just make our own maps from scratch! I pray something like this is added in the future.

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Good lord i would not want to make DooM 4 maps from scratch, i feel like it would take weeks for me to finish a single room.

We are no longer working with linedefs here.

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jazzmaster9 said:

Good lord i would not want to make DooM 4 maps from scratch, i feel like it would take weeks for me to finish a single room.

We are no longer working with linedefs here.


Not being able to create something from scratch might be a turn-off to hardcore modders

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If all this information about SnapMap is true, it's going to leave a lot of mappers disappointed (myself being one for the original Doom). IDK why we would be limited on PC just because consoles can't perform the same way...we should be able to build out doors, in doors, have any monster we want to put in the map, etc. If I remember correctly, the creators of this new Doom said they were inspired by the Doom community and how many WADs they had come across as well as the ideas they conveyed, such as story, custom monsters, traps, setting, custom textures, etc. They (id) said that their goal was to take what the Doom community had put in and make SnapMap with us in mind - with regards to all the Doom map making resources and putting the same features in this new Doom. If they (id) just turn around and limit us that dramatically, then I feel like they aren't releasing a finished product IMO.

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LordTestes said:

If all this information about SnapMap is true, it's going to leave a lot of mappers disappointed (myself being one for the original Doom). IDK why we would be limited on PC just because consoles can't perform the same way...we should be able to build out doors, in doors, have any monster we want to put in the map, etc. If I remember correctly, the creators of this new Doom said they were inspired by the Doom community and how many WADs they had come across as well as the ideas they conveyed, such as story, custom monsters, traps, setting, custom textures, etc. They (id) said that their goal was to take what the Doom community had put in and make SnapMap with us in mind - with regards to all the Doom map making resources and putting the same features in this new Doom. If they (id) just turn around and limit us that dramatically, then I feel like they aren't releasing a finished product IMO.


Okay two things.

LordTestes said:

IDK why we would be limited on PC just because consoles can't perform the same way


Because id want every player to be able to access every piece of user made content equally. Now you know.

LordTestes said:

If they (id) just turn around and limit us that dramatically, then I feel like they aren't releasing a finished product IMO.


You don't even know what the limits of snapmap are. Nobody really does. Even the gameinformer guys and the other journalists didn't get to play with a final version, many options were missing. So how about you quit your entitled whining until you know exactly what you're talking about?

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LordTestes said:

Not being able to create something from scratch might be a turn-off to hardcore modders

Im a modder as well :) Ive made mapsets and gameplay mods for Doom. I understand that Snap Map as pretty limited.
Im just not fond of the mentality of DooM 1 had full line by line, monter by monster modding therefore DooM 4 should have as well or its a rip off.
Doom 1/2 did not even come with a utiliy, the community was the one that provided that with their own utilies.

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LordTestes said:

Not being able to create something from scratch might be a turn-off to hardcore modders

LordTestes said:

If all this information about SnapMap is true, it's going to leave a lot of mappers disappointed (myself being one for the original Doom).

Understand that these are two very different things. It's one thing to be able to work with a detail level of about 256 walls and 128 floors/ceilings per screen, but to basically develop a level for a modern triple A game? And not being paid to do so? Years. Years, my son. And after Rage flopped like it did (a whole 1 mod on MDB and it's a balance tweaker weeee), it's understandable id is as hesitant as it is to spend time and money on writing documentation/making their tools actually sane and usable by the public just for the possible payoff of fan content a couple of years down the line (which, by then, another game might be well on the way). Really though, even if id doesn't release tools, if people really want to mod this game they will mod it as long as id doesn't go out of their way to lock everything down. Just looks at Sonic Generations and Lost World, for example.

Now as for Snapmap, it's basically if Mario Maker was packaged with a full-length game. There's a lot you can't do in Mario Maker that you can do by modding Mario World, but there's a huge ratio between those that know SNES assembly and those with decent level design skills, so you'd see a lot of basic layout/palette edits anyways up until recently when it became piss easy to insert things like custom music, graphics, blocks, and enemies. And you'll still see a lot of those same things shared between hacks. There's also the fact that being able to hand a simple code to someone is far more convenient that saying:

"Go here to webzone A and search for [title] and download a patch file and get a rom and patch it with on of 57 patchers of which only one is currently being developed still and will work but they're all based off of one another so they all have similar names and are confusing as fuck and patch the rom and hope that you have a good dump/the right revision version."

It's always really great when a game has support for mods, and really I hope this game is no exception, but I'm not holding my breath. Especially after id's essential "maybe" on the whole affair after that one interview.

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