News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu

New Doom (2016) Thread

Started by oneofthe8devilz, June 14, 2015, 11:26:10 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

motorsep

Quote from: oneofthe8devilz on June 16, 2015, 07:13:37 AM
IMO it is a pretty safe bet that there won't be any assets or source code access for the modding community with the new Doom. Still it is going to be a buy for me because I like the new technology and the multiplayer/coop support...

Not a big loss really - idTech 4 has been open for some years already and no one came up with anything spectacular to bring whole community back. And I don't mean 10 people who dwell here in this forum. All decent mods that were made are so niche, that masses never heard of them, including TheDarkMod.

So unless there is a large community like DotA2, TF2 or Skyrim, I wouldn't hope for source code and formats specs, exporters, etc. If Snapmap will help generating a ton of content, and the community that makes mods and plays them is in 10k+ numbers, I wouldn't really even bother with asking ID/Beth for something more than what they will offer with Doom.

Btw, Marty Stratton mentioned something about scripting in his post-reveal interview. So maybe it's more like Unity/UE4 stuff (simplified). He said you can really change gameplay with Snapmap tools. So while I am sure you wouldn't be able to make Grimm's Quest or TheDarkMod with Doom, you can definitely make interesting expansions to core gameplay.

When it comes to Doom 3, I would rather play expansion of the story line than some Total Conversion (standalone games that don't require Doom 3 don't count, like Grimm and TDM). Doom 3 had pretty interesting lore ID never explored in depth.

Anyhow, that's my take on SDKs and mod tools in the modern world :)

VGames

Yeah I want more of Doom 3 too. That's why I've added several maps to my mod to expand in the game a bit. I want the game to last longer. It seems this will be easily done for Doom. With Snapmap u know somebody will be making maps with as many monsters as the engine can handle and you know people will recreate old favorites from Doom 1 & 2. Doom will last much longer this way.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BloodRayne

Quote from: VGames on June 15, 2015, 08:50:55 PM
It's so funny how some people think they know everything about this game even though it won't be out till next year and all we have to go by are like 4 videos. People need to wise up and quit being negative hipsters. Let's be a little more positive for crying out loud. What we have seen so far is amazing. Be happy idiots. Plenty can change by the time it's actually released. Exhibit A: Prey. Need I say more?

Truth, sir, thanks. :)

trebor

Doom does not use megatextures anymore in favor of dynamic lighting: http://venturebeat.com/2015/06/17/bethesda-wins-the-attention-war-by-breaking-the-game-marketing-rules-for-doom-fallout-4/view-all/

I guess working with megatextures is just to difficult to create the content. I don't see any reason why it should conflict with dynamic lighting because you could use the megatextures to build a gbuffer for deferred shading ...
Edit: Or to make it short ... they could have done Doom with the Doom 3 BFG code and a few renderer upgrades  :/

trebor

Marty Stratton and Tiago Sousa confirmed that id Tech 6 has a new renderer that was developed within one year and it features PBR.

source: https://twitter.com/idSoftwareTiago

motorsep


VGames

U know really at this point I don't care anymore about which engine has this and which engine has that. If u can make good games with it that's all that matters to me. I love realistic graphics but the thing is all games look good to me. There hasn't been to many games that didn't look good when they were aiming for realism or some stylized art direction. Games in general just look good to me now. It's like cgi in big budget movies, they pretty much all look pretty freaking real now. Games are getting that way too.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

No coop in new Doom :(

Although I understand that making decent coop isn't an easy task (I already hear "Doom 3 Coop was awesome!" and such, but in AAA mind good coop is nowhere near what we think good), it makes me wonder if new Doom SP is more like CoD, rather than like old Doom1/2.

VGames

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

oneofthe8devilz

Quote from: motorsep on July 26, 2015, 07:34:33 PM
No coop in new Doom :(

Didn't we see Coop footage in the "SnapMap" feature announcement trailer at E3 ? I am pretty sure I saw a "players versus monsters" game mode created with snapmap in that trailer...

Or maybe you ment to say that there won't be a "Campaign Story Coop" mode in the new Doom ? In that case you are right...
I got six little friends and they all run faster than you ;)


Check out our mods at
moddb or the SPS Homepage

romulus_ut3

DOOM already went that COD route, and that version of the game was scrapped. I'll attach the link to the footage from the scrapped build once I'm home.

motorsep

Quote from: romulus_ut3 on July 28, 2015, 07:36:23 AM
DOOM already went that COD route, and that version of the game was scrapped. I'll attach the link to the footage from the scrapped build once I'm home.

I saw the videos, but there wasn't any gameplay video from scrapped game.

The only reason not to have coop in campaign if the campaign is on rails and linear. In old Doom, each level has several paths (it wasn't anything like Witcher series of course). If new Doom has only one path, then it's being CoD'ized.

dingleberry

Or, and I know this is stretch for some people who think making coop is just add a network cable is how it's done. Making coop feel the same in terms of pacing and design as the single player is actually challenging? Or Maybe it just wasn't one of their goals, they wanted to focus on a really solid single player campaign. Let modders make some thing with the coop functionality.

The levels have to be changed to make sure coop works well, monster count, item count, making sure the scripting in the level doesn't break because of coop, or coop script breaks in single player.

God it makes me sad motorfail that you're a developer (apparently) and that's the shit you say.

http://i3.kym-cdn.com/entries/icons/facebook/000/005/804/images.jpeg

motorsep

ah dingleballs, it's about time you showed up. I have been looking for a sensei to teach me basics of game dev, since I don't know any better, and I think I just found one.

dingleberry

I know you don't know any better, otherwise you wouldn't say the stupid shit you say. I'm not even a developer, never made anything in my life, but it seems pretty obvious.