Εμφάνιση 1-20 από 17,123 καταχωρήσεις
3 ώρες πριν
Στο θέμα Will this game have politics like Wolfenstien
lol what am I even reading about right now.
Maybe this weed is too good
3 ώρες πριν
Στο θέμα 8 hour game
OK I get that so back to the question I asked earlier, what's wrong with decent visuals that allow for better gameplay options that these ultra high polys and insane texture maps don't allow for?

A game can look very nice with a great art direction and allow for a lot more resource freedom without having to pushing technical boundaries and we could have good games that actually look nice instead of meh games that look really nice
3 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
It doesn't MATTER what you consider Doom.
It is what you buy access into when you purchase Doom or Doom 2.
3 ώρες πριν
Στο θέμα 8 hour game
What's different to you between gzdoom and quake2tech?
You've got mouse aim, jumping and crouching in both while them being basically the same.
Q2 has a poly limit however, while gzdoom has no sprite limit.
and if you tell me low poly models look better than well done sprites I don't think your'e all the way sane
4 ώρες πριν
Στο θέμα I love Doom but...
He's not wrong, but it could be worse.
4 ώρες πριν
Στο θέμα 8 hour game
But the limit removed ports these days don't feel clunky or dated.
While it's sprite based, yes, you will have a limited visual feedback response, but the gore mods help so much with this as do well done death animations... something we don't get anymore of today, we just get ragdoll or vanishing corpses. Horrible.

I get you like your super high poly count and smooth animations and shiny graphics, and I do too, but that's only so much to the picture and to me the least important part.
HOW I play, how I encounter these enemies, where they are placed, how many are there, all this matters to how I engage my gameplay.

2016 feels refined to a point of being restrictive. It's super fancy at first but boils down to you circle jump, shoot until they stagger then pop them into hp. Then repeat. Over and over. and over. Through a linear tunnel connect by arenas and wave spawners.
4 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
Which is why if you want to use those features you play maps designed for it.
Even brand newish megawads like Eviternity are still built around locked Y axis with autoaim and no jumping or crouching.
However, use your common sense and if you ever wanted to throw on a gameplay mod with enemies that are designed for jumping around, with a mapset not designed for jumping then just don't jump over what you know by this point you aren't supposed to be able to get to.

You don't seem to really understand or appreciate what kind of freedom and customization mods give you or just how much they can extend your enjoyment with the same base product.
4 ώρες πριν
Στο θέμα 8 hour game
You guys really should listen to me here.
Doom is fully moddable. There's megawads, gameplay mods, weapon mods, texture swaps, and total conversions.

Megawads generally are more maps / campaigns with nothing about Doom 2 altered.
Sometimes they can have a new enemy type or 2. You're still playing Doom.

Gameplay mods change the core gameplay values to be a different experience.
Brutal Doom alters hitscanning to projectiles, damage values, weapon rates/damages, accounts for headshots, alters speed and AI and changes the game enough to be another game.
Which is why you're playing Brutal Doom and not Doom.
Other types of gameplay mods, like The Golden Souls, change it up enough to be a distinctly different gameplay experience while retaining all the core that makes Doom, Doom, but adding a thing or 2 like perhaps inventory items or coins or upgrade systems or what have you.
Death Foretold is one of my favorites, especially for 1 life co-op survival with friends or even randoms. It's 2016s weapons and enemies with enhanced AI, has glory kills which drop hp shards, has weapon mods that drop respectively from certain enemy types, double jumping, but doesn't feel slow like 2016 or have limited enemy count. None of the same mechanics offend me in D4T because of how the game is tuned and how it plays in contrast to 2016.
This is playing D4T, not Doom.

Weapon mods, this changes the gameplay usually but nothing inherently about Doom other than your weapons and the damage you do with them, usually these are good for slaughter wads or otherwise ridiculously designed wads with nonsensical monster counts.
Trailblazer, Russian Overkill
I'd say this is still playing Doom at the core but heavily altered enough you'd be specifically looking for that experience and can separate it from typical Dooming.

Texture swaps and just that, nothing to note, but Total Conversions swap out everything to a point of being a Doom clone. An actual Doom clone built entirely on Doom. So I'd say you're still playing Doom here as well but with a highly altered theme, something like The Adventures of Square.

Like Chex Quest, yeah. Total Conversion but everyone knows that's just cereal Doom
4 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
Doom feels better than any build game to play, build's mouse has always felt strange, and while it has interactive environments, the AI is more braindead than anything in Doom, filled with spike damaged hitscanners that make it so you have to know the map and enemy layout just to play game on a certain difficulty or die over and over until you learn it. Also worse than even spammed chaingunners on ledges in Doom.

Play a mod that takes full advantage of limit removal to the code, that uses advanced monsters, built for jumping, crouching, full mouse aim, but still retains core classic Doom gameplay elements from map design to how enemies are placed in the environment and encountered.

So what would be wrong with a gaming industry that wasn't constantly try to push visual boundaries to appease an attention deficit audience, but instead found a happy medium between texture detail, resolution, poly count and gameplay idea for the betterment of the overall game itself and not just how it looks...

4 ώρες πριν
Στο θέμα 8 hour game
And there's your difference. One is a highly accessible game played by a wide audience with easy modding tools in a sandbox game full of landmarks and NPCs.
The other a more complex engine for a mediocre game worth more trouble than the effort is worth to create content for.
5 ώρες πριν
Στο θέμα 8 hour game
Because... good games with good mods get attention and boring games with desperate to fix them mods get a fraction of a fraction of said attention?

Doom 3 kinds sucks if you ignore that it was technologically superior to anything else for the time but 2016 doesn't suck, it's just being mismanaged in my view and has incredible potential that Doom 3 didn't, doesn't and will never have no matter what they do to it. Even if the MP was pretty fun in Doom 3, dead, but fun.
5 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
That's the thing... and it's funny because you're so closed off to input from someone who has thousands upon thousands of hours experience..
There's mods for classic Doom that do everything 2016 does, but better, and without sacrificing anything to get it done. Mechanics are slick, responsive, well tuned, and work flawlessly.

Sure modern games are nice to look at, but visual appeal wears off and ages now matter how good they are for a time, fine tuned, raw mechanics never lose appeal as long as you change the content up in some way.
Just adding SmoothDoom makes running all through Ultimate Doom fun again just because something is different, but the base is still exactly fundamentally the same.
This is why mods are important, good base design concepts are important, sound design and visual/audio feedback is important, competent map design is important, fluid mechanics are important, all of this is infinitely more important to your game experience than how it looks, as no matter what I'm playing, even old games in 480i, look just fine after I adjust after about 10 minutes, while if any of the other ingredients are missing, the game hurts for it.
5 ώρες πριν
Στο θέμα 8 hour game
Because NO ONE CARES about Doom 3 like that


....lol
5 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
Yeah, technical side IS open for debate and the fact that I'm telling you fancy models and animations and 4K textures and lighting isn't worth sacrificing gameplay options for because they can't be accommodated outright proves it is.

You say we're going forward and I feel we're going backwards.
The only things we've advanced forwards on are graphics. That is literally it. Visuals.

Gameplay has suffered in multiple facets to accommodate better visuals and continues to do so.

We don't have to go back to pixels, but at what point are graphics good enough?
IMO, if the art direction is good for the game and I can tell what I'm looking at clearly without thinking about it, it's good enough.
I'd say even some gamecube and PS2 games were good enough when in HD. Once we hit PS3 era, we didn't need anything else visually, it would still look good in high res and could accommodate much much more simultaneous on screen renderings
5 ώρες πριν
Στο θέμα 8 hour game
There's plenty for how bland Doom 3 is.
https://www.moddb.com/games/doom-iii/mods#modsbrowse

If it were as impossible as you say there would be no maps, mechanics alterations, gameplay mods, graphics overhauls, none of that
5 ώρες πριν
Στο θέμα 8 hour game
Idk why you think it's so complex to work with Doom 3s SDK because there's plenty of mods for Doom 3, what you don't seem to get is that virtually no one gave a single ♥♥♥♥ about Doom 3 enough to bother because Doom 3 is more of a technical showcase with weak mechanics than a good base for game expansion, which is why it appears to you that there is no content in contrast
The fact that it's even more of a pain to work with makes both of those points all the stronger
6 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
It's really not a very hard point to grasp, Idk why you're having such trouble with it lol

I'm sorry you're so simple you need to trick yourself into thinking your game is reality by way of photorealism? What am I supposed to be gathering from what you stated there
6 ώρες πριν
Στο θέμα 8 hour game
Yes that is what the acronym SDK stands for, but a public released SDK for the purpose of modding is what we are referring to and you know that. (please have known that..)
Reaching to make a point doesn't make your point it only show's that you're reaching.

As far as the complexity of modern engines, most are cookie cutter designed to be easy to work with. So easy in fact I was able to reverse engineer maps for a retail asymmetrical pvp game, create several of my own and got 3 in the game itself, as well as creating skins, swapping textures and altering game modes in testing.. all based on what is already there in the SDK.

I have never worked with idtech7 so I can say nothing about it but I would bet it can be user friendly and no way a mapfile is that large anymore as it was when megatextures was new
6 ώρες πριν
Στο θέμα Hardware thread, what will you be playing with?
Yep gotta love running around shiny map textures with no carnage aftermath to look at because it all has to vanish.
That's the best part, I'm so immersed because of all the graphics that go away, really badass evolution of gaming :ripperheart:
6 ώρες πριν
Στο θέμα 8 hour game
Whether modders be solo for many years or a team for a much shorter period of time is not relevant at all.
At all.
Content will be made for a game with mechanical and creative potential.

Making an SDK could probably be done by an intern by himself over the course of development, their financial lust is of no concern to what I expect in a Doom game, your ridiculous opinion of it being functionally useless is exactly that as well. Functionally useless.
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