In a post-showcase interview, Id Software exec producer Marty Stratton said that the first part shown from the next Doom was from the second level of the game and Hell level was from about halfway through. Doom is about “speed, awesome guns and killing demons,” Stratton said.
Stratton mentioned a double-jump mechanic and says that mantling over objects is fast. When talking about the style of play, he characterized it as push-forward combat. There’s no cover and little backpedaling “We didn’t want the player to feel on their heels at all.”
When asked, the executive producer answered that Id is aiming at 1080p 60 FPS for Doom and players will be able to carry all weapons with you. You also get health from killing enemies, so if you’re low on health, kill more enemies. Those gruesome finishing move animations seen in tonight’s footage are contextual and get triggered based on where the player is looking.
Players will be able to play as “one of a few different demons” in multiplayer by picking up a special rune and the SnapMaps system will support the creation of single-player, co-op and multiplayer scenarios.
"Doom is about speed". Strange 'cause the player movement looks slower than HL1's tbh
just to repeat a question i posted in the LEM thread on this: why do game developers of all people think that the key to encouraging creativity is to make it as easy and convenient as possible?
Because of longevity. If you make a good game but you can't add anything to it people will love it for a short while. If that same game has a simple way of adding content to it by the community it becomes entrenched and lasts generations.
By making it simple tho you tend to make it standardised, there's only so many different ways you can arrange the tools your given. Does this put off people that are willing to get their hands dirtier in the building process ?, I doubt it, so long as they keep it so that it can be modded beyond the tools your given.
I like the look of it too, people moan about making a FPS without the 'wool' and when we get a sniff of one everyone accuses id of losing creativity . We'll see though.
[color=red] . : [/color][size=85] You knows you knows [/size]
That's true, I don't know how well it'll work. Last time I built levels in one of their games was in Quake 3 and I wouldn't say it was super simple for the average user.
Κracus wrote:Because of longevity. If you make a good game but you can't add anything to it people will love it for a short while. If that same game has a simple way of adding content to it by the community it becomes entrenched and lasts generations.
a simple way of adding content means the truly creative people will get bored very quickly and move on, leaving things in the hands of monkeys, who'll produce uninteresting levels that no one will play. there needs to be a challenge, or creative people won't be interested. this is why Q3 level building is still going after 15 years: the tools are fiddly, bug-ridden and crash-prone, and you have to make everything yourself
DooMer wrote:They really need more animations for the finishers and they should be way faster. I got sick of them before the demo even finished.
Aye I noticed that too, I hate non interrupt animations cos it breaks up gameplay, in MP it's just plain annoying and in DOOM it just doesn't seem right. Jus have it so you can punch a guys head off, simple. If you got a 15 hr game then it doesn't matter how good you make the animation you're gonna get bored of it. Mass Effect 3 did it pretty good tho to be fair (fuck EA)
Hoards of monsters, tons of guns and no interuptions plz
[color=red] . : [/color][size=85] You knows you knows [/size]
Just a bunch of bullshit. Remember how the Doom 3 E3 review looked? Terrifying and engrossing. Then the final product. And this trailer looks just average. Guy moves like a boat down a river.
Captain Mazda wrote:Silence blasphemer, Doom 3 was fantastic.
My main complaints about Doom 3 were 1: predictable monster closets and 2: your camera gets buttfucked every time you take a hit. Missing constantly with the shotgun because of that shit and not because of aiming skill was fucking annoying.
It actually looks a lot shittier than I remember it. I don't mean graphically, but compared to the final game, the E3 demo looks incredibly unpolished.
Because of this video, I've been watching a bit of Doom 3 gameplay and that game still looks pretty damn awesome. For a game that's almost 11 years old, that's a huge credit to id Software's talent.
OK! I just went ahead and bought the Doom 3 BFG edition. Played the new "Lost Mission" for a bit and fuck all you nay sayers. This game is still bloody awesome.
I think the Doom single player E3 demo may look a bit slower than it really is because of the camera movements. It looks like it was played with a controller with a very low sensitivity setting because all the movements were so slow and so smooth. I think if you'd see someone play this with a mouse you'd get a much faster and more visceral feeling from it. I think they did it this way because it's more relaxing to look at rather than the jerky movements of mouse/keyboard. I'd even wager there's a good chance the movement speed of the player is faster in the final game than it is in this demo.
Also, after seeing the 2002 E3 demo of Doom 3 again, I feel that the 2015 demo is not unlike that demo. It feels like a few cobbled together ideas that they wanted to show off. It's obviously not a level that's going to be an integral part of the final game, so there's a good chance it's been built specifically for this demonstration. In the end of both demos, the player gets killed and torn apart by a monster. Considering how Doom 3 is much more polished than the E3 demo was, I can only imagine that the Doom game that will be released is a lot more polished and interesting to play than this demo.
wait, you havent seen that yet?
again with the yellow, and small groups of enemies.
Presentation note: for a game that's touted to be 'fast', stop moving the aim around to gawk at the scenery. It doesn't quite capture the speed you're advocating.
Eraser wrote:It's obviously not a level that's going to be an integral part of the final game, so there's a good chance it's been built specifically for this demonstration.
the base level is supposed to be lvl2, while the hell level is halfway through the game.
Id Software exec producer Marty Stratton said that the first part shown from the next Doom was from the second level of the game and Hell level was from about halfway through.
So in level two you get to pick up the shotgun (plus rapid fire thingy), the super shotgun, the machine gun, the heavy machine gun and the chainsaw? Weird.