DOOM Eternal

DOOM Eternal

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cheese Sep 12, 2023 @ 2:20pm
next doom game: ideas, theories, and more
fun little thread to post ideas and stuff on what the next game could have, should there ever be one in the next few years. i'll start:

first idea is that doomguy is gonna have many more abilities instead of simply just guns and blood punch. maybe some sort of stomp or something. abilities that really show the strength of doomguy.

second idea is a mod for the rocket launcher: a rocket storm. you may have seen this from early dev builds for doom 2016, basically it's just a whole rocket barrage, like 5+ rockets at once. i believe hugo said that the next game will have more destructive power so this idea may fit nicely.

thats about all i can think of for now. have fun with your ideas
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Showing 1-15 of 61 comments
smallen7 Sep 12, 2023 @ 3:48pm 
Terror Billy wakes up and the whole Doom experience was a bad dream.
SuperFly Sep 13, 2023 @ 10:57am 
A new creative director.
Hundinger (Banned) Sep 13, 2023 @ 11:03am 
Originally posted by SuperFly:
A new creative director.

Won't happen and you can keep crying about it.
SuperFly Sep 13, 2023 @ 11:10am 
Originally posted by Hundinger:
Originally posted by SuperFly:
A new creative director.

Won't happen and you can keep crying about it.
You sound sore about it, for some reason?
Hopefully, the transition has already taken place so positive momentum can begin.
Sar Sep 13, 2023 @ 11:29am 
I’m more interested in the new Quake game they’re currently making.

Edit: just thinking about what they could possibly do with Quake fills me with excitement. A mix of high-tech and magic/medieval weaponry? All the different dimensions, each with an unique look. MC Escher style arenas? Arenas where you can walk on walls and ceiling? Melee weapons, a rudimentary melee system with block and parry, maybe even replacing Glory Kills? One can dream.
Last edited by Sar; Sep 13, 2023 @ 11:54am
Joker Sep 13, 2023 @ 12:19pm 
female protag

Originally posted by SuperFly:
A new creative director.
have you ever thought about voicing your concerns on the official doom eternal discord server where ID employees actually read posts about the game? instead of this dead, bait and troll-ridden forum in which there hasnt been a single constructive thread since 2021
Last edited by Joker; Sep 13, 2023 @ 12:22pm
Grampire Sep 13, 2023 @ 12:48pm 
Originally posted by Joker:
have you ever thought about voicing your concerns on the official doom eternal discord server where ID employees actually read posts about the game? instead of this dead, bait and troll-ridden forum in which there hasnt been a single constructive thread since 2021

100% sure you'd get banned/ridiculed there for saying stuff like this pretty much instantly.

On topic - I think whatever IP they go with, be it Quake or Doom (which have been basically interchangeable in my mind after Quake 2 introduced the Strogg) I'd like to see them expand Melee Combat a bit and make glory kills more of an attack than an animation.

Or that you can perform different kinds of Glory Kills that allow you to pull parts of the demon off and use them to stun other demons, maybe cool stuff like that.

I just think about a close range SSG blast quickswapped to an Axe/armblade/punch that can be further canceled into another attack. Things that can push the close range aggression up without needing to rely on the shield so much. While I love blood punch for this it's an absolutely broken tool and once you master it it's kinda silly how insane you become in Melee range. Maybe make more options instead of a "one size fits all" tactic.

The Melee weapon has mods that alter the way it works etc.

I'd also like to see higher demon density, and I'd like there to be an official randomizer and the ability to remove tokens within the official game. Molders have achieved this to provide longevity but I'd like to see official content that allows almost unlimited difficulty scaling for official content.
CzechKronner Sep 13, 2023 @ 1:08pm 
I'd like something similar to ancient gods 1. I don't want to be collecting upgrades again and going through boring tutorial levels. Give me fully powered slayer and strong demon lineup to go through.
Faster base speed would be good too, something closer to Quake 2 speed.
Smurff-a-thon2k Sep 13, 2023 @ 6:49pm 
Obviously in keeping with Doom Eternal's combat mechanics....
What I would would to see in the next game is:

Prey (2006) levels... fully utilizing 6 degrees of level movement.
Levels where you are walking on the inside of a sphere.
The grav walks in every level.
Levels with gravity switches.
Levels where you can walk from floor to wall to ceiling.

All still with the monkey bars and jump pads to also transition you between any surface.

That room with the mini planetoid, but have it be multiple planets rotating around like a solar system. Maybe you're jumping down and back out during the battles from big to small.
Sar Sep 14, 2023 @ 12:53am 
Originally posted by CzechKronner:
I'd like something similar to ancient gods 1. I don't want to be collecting upgrades again and going through boring tutorial levels. Give me fully powered slayer and strong demon lineup to go through.
this will instantly filter most of the possible player base, think of the people who loaded into TAG1 half a year after playing the campaign and got obliterated
Joker Sep 14, 2023 @ 4:38am 
Originally posted by Sar:
Originally posted by CzechKronner:
I'd like something similar to ancient gods 1. I don't want to be collecting upgrades again and going through boring tutorial levels. Give me fully powered slayer and strong demon lineup to go through.
this will instantly filter most of the possible player base, think of the people who loaded into TAG1 half a year after playing the campaign and got obliterated
good, i dont wanna see them crying on the forums again:ujel:
Grampire Sep 14, 2023 @ 12:47pm 
Originally posted by Joker:
Originally posted by Sar:
this will instantly filter most of the possible player base, think of the people who loaded into TAG1 half a year after playing the campaign and got obliterated
good, i dont wanna see them crying on the forums again:ujel:

While I sympathize a bit, a large part of the unspoken beef a lot of players have (that they'll never freely admit) is that Doom Eternal kicked their ass and they couldn't handle it/rise to the occasion.

I think they could have it both ways though. I think they could give you most/all of your tools and just make the beginning of the game easier, then offer a retuning of this "tutorial" phases that makes it more badass, without it being a difficulty setting. That way you have options to ease players but also can make the content valuable for people who can destroy ♥♥♥♥.

One of the absolute worst parts of Doom Eternal IMO are the first 3 levels. It truly puts its worst foot forward and if they do anything they should try to solve for that. Exultia is infamous because of it.
Last edited by Grampire; Sep 14, 2023 @ 12:48pm
Sar Sep 14, 2023 @ 1:02pm 
I think Cultist Base is brilliant and Heck on Earth does a decent enough job to set the mood. Exultia is a bit rough but it has to introduce so much stuff - dashes, which are incredibly vital and which a lot of boomers simply don’t use even AFTER completing all the platforming and complain about “cheap deaths”, blood punch, a ton of new heavies. I mostly don’t enjoy it aesthetically, I think they should’ve introduced Sentinel stuff later and I think Hugo went overboard with giant mechs and giant demons and giant everything.
Grampire Sep 14, 2023 @ 1:31pm 
Cultist Base, from a design standpoint is simultaneously brilliant and frustrating.

Things like the Pit, Deag's narrative, and several of the arenas are really imposing and masterfully done. Aesthetically it's one of the most badass levels in the game. The traversal and progression really feels like you're battling your way through a trap.

It's frustrating because it represents a massive cliff in terms of a difficulty spike. For a lot of people that's a fun challenge - but lots of egos will think otherwise.

Conversely once you've mastered the game it's easy as hell and relatively boring aside from the set pieces. Even the ML isn't enough.

So I just stand by the point that the first 3-4 levels of the game are in an awkward no-man's land in this game. They are generally hated by one-and-done casual players and not particularly interesting for experienced players aside from possibly aesthetic appeal.
Sar Sep 14, 2023 @ 1:56pm 
I feel like people don’t talk enough about some of DE’s aesthetic choices. People who like the game generally understandably focus on gameplay and people who don’t tend to really don’t like it (though even some of the really hardcore haters admit they like the demon designs more compared to 2016). The idea of some kind of Hellish fortress/cathedral/factory created by the demonic branch of UAC from scratch, not repurposed from one of their more mundane techlanbs is so cool. You get lots of naked polished spiked steel to contrast usually painted and more human friendly UAC tech labs, giant metal skills and some nice green and orange (i case of Doom Hunter Base) highlights. It all feels appropriate and yet fresh.

As for gameplay, I’m not super high skill but on my UNM it certainly felt like a milestone every time I finished it. What comes next is inevitably easier until Gladiator and the last two levels. I never felt like I’m on autopilot there, unlike in HoE. Funny thing, I don’t think I ever died in Pit, maybe once, but I was always vary if the really big arena immediately before it. That one killed me so often. I love the manc fight where you get the RL, and the whiplash fight, it’s so nice. If you think CB is too easy, what do you think about levels like SGN and AC and MC? Sure they’re pretty and offer more options, but they’re even more braindead if you have any experience with the game. Arc Compex has like 1 fight where you have to think for a bit and it’s the Berserk fight and all you have to think of is “are whiplashes here yet?”
Last edited by Sar; Sep 14, 2023 @ 1:57pm
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Date Posted: Sep 12, 2023 @ 2:20pm
Posts: 61