id Tech Forums

Id Tech 6 (Doom [4]) => id Tech 6 General Talk => Topic started by: oneofthe8devilz on June 14, 2015, 11:26:10 PM

Title: New Doom (2016) Thread
Post by: oneofthe8devilz on June 14, 2015, 11:26:10 PM
New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop

Entire Doom E3 2015 Presentation 1080p@60FPS (High Quality)


4k Screenshots: http://www.dsogaming.com/screenshot-news/doom-first-official-4k-screenshots-released/

(http://cdn3.gamepur.com/images/doom/thumb/4K-screenshot-4.jpg)
Title: Re: New Doom E3 2015 Gameplay Footage (idtech6) singleplayer, multiplayer and coop
Post by: motorsep on June 14, 2015, 11:32:11 PM
Yep yep! We need idTech 6 forum section now :D

So far it's a MUST BUY for me! Just wondering about PC specs and when they will activate beta (I got a key with Wolf TNO pre-order).
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on June 14, 2015, 11:46:12 PM
AAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: TeaMonster on June 15, 2015, 01:29:02 AM
Hell yeah!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 03:34:33 AM
looks really cool, but I see a lot of death animations that repeat, this could get old pretty fast if you play a lot.

I love the particles and the atmospheric effects, the smoke looks very believable.

and I like how the monsters react to your shots, the AI seems pretty reactive, I wonder if we will see a bunch of enemies with a less cannon fodder attitude and more into a strategy.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on June 15, 2015, 05:17:47 AM
That stuff looks very impressive. I like the melee action and the smapmap level editor.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: argoon on June 15, 2015, 07:48:58 AM
Quote from: BielBdeLuna on June 15, 2015, 03:34:33 AM
looks really cool, but I see a lot of death animations that repeat, this could get old pretty fast if you play a lot.

I love the particles and the atmospheric effects, the smoke looks very believable.

and I like how the monsters react to your shots, the AI seems pretty reactive, I wonder if we will see a bunch of enemies with a less cannon fodder attitude and more into a strategy.

Completely agree it looked repetitive and too much on rails, but this last one could be caused by the guy playing with a gamepad, i don't know, perhaps that is what Doom was originally, i really never played it, i was introduced to this franchise with Doom 3.
To me it looked like the gameplay was a mixture of Rage and Doom 3, Doom 3 on the setting and Rage on enemy behavior.   

I'm impressed by the map editing tool tho, it also implies that idtech 6 is not a megatexture based engine, if not they wouldn't be hyping a easy to use modding tool.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 08:02:45 AM
on the ingame map editor, I'm not too fond of it, does it mean that the only modding capacity will be creating maps?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on June 15, 2015, 08:11:22 AM
Quote from: BielBdeLuna on June 15, 2015, 08:02:45 AM
on the ingame map editor, I'm not too fond of it, does it mean that the only modding capacity will be creating maps?

No news on that yet.  With the # of people who modded Doom 3 tech & Rage, I wouldn't honestly expect them to do more then a map editor & let you change some assets.  The fans (as a whole) proved they don't want to put in the effort.

I like the video. Reminds me of Halo, which reminded me of Doom but with a lot more cool stuff.  Looking forward.  :)

i'm not watching more then a minute or so of the videos.  I'd rather experience the game as new as possible when I get it.  I might need to finally update my CPU/MB for this one.  :)

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 08:28:58 AM
it seems the kept the hell-knight from d3 but now they run!

I like the low health indicator, it's like how the machine-gun in d3 indicated low ammo. it seems it's a mechanic from the new days where there is no health bar transported to the health percentage bar mechanic, I like it.

I think the change of shade that happens to monsters indicate that you can perform a finish on that monster. maybe you finish them by pressing "action" and if you don't want to you can kill em with guns as the classic way.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on June 15, 2015, 08:33:34 AM
Quote from: BielBdeLuna on June 15, 2015, 08:28:58 AM
I think the change of shade that happens to monsters indicate that you can perform a finish on that monster. maybe you finish them by pressing "action" and if you don't want to you can kill em with guns as the classic way.

Maybe I got my wish then: Brutal Doom as Doom 4.  :)  Based on the premise by Beth, I was hoping it would be on Earth but oh well.  :)

Some screens: http://earthquake.fuzzylogicinc.com/?e=414
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on June 15, 2015, 08:42:42 AM
Friar u need to watch the gameplay trailers to the end. You're gonna miss the money shots. I doubt it'll ruin your experience with the game. It'll just make u drool even more. I'll be pumping $1400 into my PC early next year for sure. Can't wait.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on June 15, 2015, 09:08:25 AM
Or they'll change stuff and I'll be one of those people who says "the alpha was soooooooo much better!  They screwed us over!"
:cacodemon:
I guess I should post something about spoilers too....  (will be posted up top in the "news" section)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 10:29:23 AM
BUT the alpha WAS so much much better and they screwed us over!  :))
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on June 15, 2015, 10:33:07 AM
I played alpha of Doom 3 and I still don't see how it was _much_ better. There were a few cool elements that should have been included into final game, but that doesn't qualify as "much better" in my book. Am I missing something when comparing Doom 3 alpha to Doom 3 release?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 11:02:31 AM
you are missing that it was a joke  ;D

about the hell level gameplay trailer: there is a moment just before he kills that revenant making his jetpack fly away, where he can kill a hell-knight with the finish (his shade changes with that yellow blue colour effect) but he kills it with the gun, and no finish animation is played, so it seems to be optional.

also gameplay trailer: https://www.youtube.com/watch?v=-eZZXBG9Rhs

with a new take on d1 e1m1 music
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on June 15, 2015, 11:06:30 AM
I wonder what kind PC is needed to play it at 60 fps. I am sure GF 9xx is a must (or R9 Radeon).
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 11:19:38 AM
I haven't played Wolfenstein nor the Evil Within but the only thing really new I see in those videos are some volumetric effects for the smoke and some reflections that seem to be real-time reflections, and this can be seen in other games already out some years ago, I think there were already real-time lights in the Evil Within. I would say the hardware for playing this is at the level of the current consoles. 
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on June 15, 2015, 11:53:05 AM
I tried the demo for Evil Within and it ran decent on my rig, and it's old to start with (except the GPU).  I'm thinking it will be more GPU intense the CPU intense.  Maybe we'll get a shareware version like the original.  :)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on June 15, 2015, 01:47:08 PM
4k Screenshots: http://www.dsogaming.com/screenshot-news/doom-first-official-4k-screenshots-released/

(http://cdn3.gamepur.com/images/doom/thumb/4K-screenshot-4.jpg)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on June 15, 2015, 02:56:26 PM
John Carmack ‏@ID_AA_Carmack 3h3 hours ago

I'm sure it has changed drastically in the last two years, but Doom Snap Map was the last project I worked on at Id--great to see it lives!

https://twitter.com/ID_AA_Carmack/status/610468397554499584
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on June 15, 2015, 03:33:06 PM
1080p version of the whole Doom presentation: https://www.youtube.com/watch?v=kRPpamFLrLw

Looks a lot better
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on June 15, 2015, 03:56:24 PM
It would be nice to sign some petition and ask Beth/ID to begin releasing modding specs for assets and some how-to articles. This way when Doom is out, we already have something cooked up.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on June 15, 2015, 07:24:22 PM
SGtMarkIV thought on the new doom:

https://www.youtube.com/watch?v=fmS_cP1yUhw
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on June 15, 2015, 08:06:33 PM
Meh, just another naysayer :/
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: 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?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on June 16, 2015, 06:53:33 AM
I like the new Doom because I have absolutely zero nostalgia feelings for Doom 1 + 2. Those games were a joke for me and I always preferred Duke Nukem.
The first game by id Software that really soaked me in was Quake 2. I also loved Q3A which is one of the best games of all time for me because of the art direction and the unique characters and the simple but fun gameplay.

The new Doom is like Doom 3 + Crysis 2 + Rage + Quake style multiplayer + Dead space and that is exactly what I want.
I also prefer the Goa style music over the rock/metal stuff. Borderlands 2 had it in and it was great.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on June 16, 2015, 07:05:24 AM
Quote from: oneofthe8devilz on June 15, 2015, 01:47:08 PM
4k Screenshots: http://www.dsogaming.com/screenshot-news/doom-first-official-4k-screenshots-released/ (http://www.dsogaming.com/screenshot-news/doom-first-official-4k-screenshots-released/)

Yet they show them as a low res jpeg.  :)  The 4k game shots are ~100mb each, that's why on my site I scaled them down & put them in jpg (and didn't say they were 4k).  I can get the high res png's up if people are interested.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: 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...



Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on June 16, 2015, 08:10:32 AM
A definite buy for me. I don't think I can turn down a Doom game. Regardless of its content. There's something special about all of them.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on June 16, 2015, 09:28:56 AM
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 :)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on June 16, 2015, 09:36:58 AM
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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BloodRayne on June 19, 2015, 01:56:29 PM
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. :)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on June 20, 2015, 08:18:37 AM
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  :/
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on June 21, 2015, 10:45:49 AM
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
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on June 21, 2015, 11:44:50 AM
I wonder why they don't spill too many details about new engine.

Meanwhile http://docs.cryengine.com/display/SDKDOC1/EaaS+3.8.1
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on June 21, 2015, 01:44:02 PM
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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on July 26, 2015, 07:34:33 PM
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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on July 26, 2015, 10:28:24 PM
Like COD?? What are u talking about?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on July 27, 2015, 08:59:41 AM
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...
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: 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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on July 28, 2015, 09:54:56 AM
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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: dingleberry on July 28, 2015, 02:00:05 PM
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
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on July 28, 2015, 02:05:17 PM
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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: dingleberry on July 28, 2015, 02:08:00 PM
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.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on July 28, 2015, 02:15:18 PM
Quote from: dingleberry on July 28, 2015, 02:08:00 PM
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.

Gotta do less to know it all. I didn't know that until today. Probably should try being what you are and achieve all that knowledge  O0
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 02, 2015, 09:15:50 AM
No SDK support for the new Doom confirmed: http://www.dsogaming.com/news/doom-wont-come-with-additional-modding-tools-beyond-snapmap-limitations-unveiled/
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 02, 2015, 10:09:40 AM
Between indie game dev and playing several awesome games that will be out next year and the following year, VR from Oculus and Valve, 99% of potential modders won't mod new Doom even with SDK available. So I understand why Beth won't release SDK. It also most likely a monolith build as with Rage/BFG, so it's impossible to mod the game without having full source.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 02, 2015, 11:06:56 AM
To me this just seems like the logical continuation of an indie and opensource hostile policy that Bethesda is rigorously pursuing...

I still remember how they were treating smaller contracted devs like inXile.

And I hope we all remember how they first kept Carmack from working on VR technology while still being employed at id and then later (AFTER the multi billion dollar deal with facebook) starting a lawsuit against him, accusing him of stealing the very same VR tech that they kept him from working on.

So instead of blowing sugar up Bethesda's ass I would expect to take a stand against such vicious behavior, especially since most, if not ALL of our projects that we are working on here, are only possible because of Carmack's "hardcore" opensource and sharing ideology...

Bethesda ended id software's decades long tradition/legacy of releasing their game's source code.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 02, 2015, 11:31:30 AM
I am sorry, but I disagree with you on the subject.

We spent whole year polishing in-game mission editor (with ability to work on the same mission cooperatively in real-time) for Steel Storm, only to find out that people aren't interesting modding nowadays (many reasons why in general people don't mod nowadays). Unless there is a tech that is designed for modding in mind (read PC-oriented, or PC-only) and  very large user base with creative cravings, there is no reason to provide modding tools.

id Tech 6 is console oriented (regardless of how good it will run/look on PC - once consoles are in the picture, you can forget deploying on all platforms; PC would have to be a separate branch/release and no one will go for it). It, most likely, has monolith build. So SDK is out of question, even if Doom would have been PC-exclusive.

Doom will sell less than Skyrim and other games. Not because it's going to be bad - simply because FPS userbase is much smaller than for RPG/RTS genre. A lot of those folks have real-life to deal with, so I am almost positive even if SDK was released, there would have been only a handful of mods. From business perspective it's a bad result.

So, why waste time, energy and money for something only a handful of people will play with, and even less will succeed in making a complete mod that would appeal to masses ?

The world has moved on. There is Unity 5 for free, UE4 for free with source accessible without a need of signing NDA, there is free Source2 with Dota 2 (there is a lot of content to mod), there is Cryengine SDK for Crysis 2 (free), there are a few indie games with modding SDKs. And there is still id tech 4 / BFG. So given so many choices, I don't see how it's fair or productive to blame Beth / iD for wise business choices?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 02, 2015, 12:33:22 PM
Just because you don't see economical use in a source code release does not relativize what Bethesda is doing.

In the past Id/Carmack did not release the source code of previous games for economical but for educational reasons.

Again, just because you personally are incapable of making good use of released code does not change the facts about what Bethesda is doing...

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 02, 2015, 12:43:22 PM
Quote from: oneofthe8devilz on August 02, 2015, 12:33:22 PM
Just because you don't see economical use in a source code release does not relativize what Bethesda is doing.

Id/Carmack did not release the source code of previous games for economical but for educational reasons.

When did you last time been away from computer? Look around you at the world.. When it comes to business and capitalism, you get what you have right now in the game development industry.

Btw, speaking of Carmack.. He regrets using GPL license. Which means if the source was released under MIT, there would be no reason to release any improvement to id Tech 4 / BFG code. And JC is basically ok with that. Not to mention that his education spirit disappeared since GearVR is only designed to work with Samsung selected phones. Following analogy with iD releasing open source engines, GearVR should have been forced to be for all phones (of the same screen size), not just for Samsung.

New consumer version of OR is not going to be open source either.

Lol, you sound like one of those FOSS fanatics with this rant.

If someone whats to learn, they better learn from UE4, not from id Tech 4+

Quote from: oneofthe8devilz on August 02, 2015, 12:33:22 PM
Again, just because you personally are incapable of making good use of released code does not change the facts about what Bethesda is doing...

On the contrary, I excel in utilizing open source engines.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 02, 2015, 12:49:04 PM
Well... since we now know your point of view, it would be interesting to read other member's opinions on the topic...
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: argoon on August 02, 2015, 10:01:32 PM
Quote from: oneofthe8devilz on August 02, 2015, 12:49:04 PM
Well... since we now know your point of view, it would be interesting to read other member's opinions on the topic...

I'm more or less with you, but i also think, the game engine landscape has changed so much that releasing a SDK is not a no brainer anymore, on the old days people would mod games (for the most part) to gain experience gain access to very expensive engines and enter in the gaming industry, now you just need to download the myriad of free game engines out there and make a game.  Bethesda has two of the most modded games in existence Skyrim and Fallout so they are in no hurry to support another.

But modding is important no doubt about it especially for indies, Frictional games became so impressed with its modding community and even said it made them gain money, that for their new horror game SOMA, they made the engine and tools even more modding friendly. 
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on August 03, 2015, 01:07:17 AM
the new doom is a copy of a mod of the old doom, that's the importance of mods.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: trebor on August 03, 2015, 04:28:52 AM
The good old modding days with complete C++ SDKs are simply over. id Software, Ritual Games, Raven Software and many other studios who supported modding are not in the position to make a decision wether to release source or not.
It was quite amazing how Raven Software rushed out the JK2 and JKA sources before the game was over.
An old friend moved to id Software and he told me that Doom SnapMap is the attempt to revive modding because it is sad that gamers are not longer interested in a new game for more than 1 month.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 03, 2015, 06:49:04 AM
It's crazy how short the half-life of games has become... people get hyped about a game for months/years during development and then a few weeks after the game's release the majority of the playerbase already moves on...

Also I refuse to chime in on the "the modding times are over" tunes that are being spread here...

When I look at the Steam Charts in regard with most concurrent players in games being played at this very moment, most if not ALL top rows are dominated by titles that have their origin as mod projects:

Dota
Counter Strike
Team Fortress
Gary's Mod
DayZ

Just to name a few...

This is the first time for myself in 2 decades where I really think about not buying an id software game at full price. And this is not so much an ideology motivated boycott as it is a personal cost-benefit equation. I am not much of a gamer nowadays and recently I paid fullprice copies on release of games only in case they would offer me something beyond the casual gameplay (i.e. modtools, editors, sdks).

I just don't see the additional value in the new Doom worth supporting this time and so I personally think it would be plausible for me to simply wait for a Steam Sale or a reduced price offer.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 03, 2015, 10:32:45 AM
Quote from: oneofthe8devilz on August 03, 2015, 06:49:04 AM
Dota
Counter Strike
Team Fortress
Gary's Mod
DayZ

4 out of those 5 are Valve's games. Valve is still an indie and always had different mindset than iD Software. Valve not only released SDKs with deeper access to the engine, but they documented stuff and provided tools to get mods done. On top of that, they created a way to easily distribute those mods and allowed modders to sell the mods (and hats).

Let's look at ID. ID never officially supported modding. It was always a hacky thing. The only game that came with some kind of tools and docs was Doom 3 and Rage. All other games either had no tools, or had crappy docs. All ID games had strict EULA attached to them, and to SDKs. There was no official support from ID ever, for any game. Some individuals from ID would go extra mile to privately explain things, but as a company ID did a crappy job supporting and nourishing modding.

As a result, Valve's games have always had larger, more active community. And that's why Valve's games top the charts on Steam.

ID / Beth don't understand or want to understand the value behind modding. If they would hire trebor to get BFG engine to where it's PC friendly, extremely moddable;  added coop support; fixed tools; added exporters for Blender/MAX/Maya; allowed commercial exploitation of most of their IPs, created Steam Workshop for Doom 3 BFG and hired someone to make solid documentation and tech support / community management for Doom 3 BFG, then they would see (although not guaranteed) some love again.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on August 03, 2015, 09:15:23 PM
I guess I've got the combo view of both of you (motorsep & devils).

I *LOVE* modding.  I played mods, ran servers, made new content & the like for every id game since Doom.  I only mod id games & id games are the only ones I still play on a regular basis (just ran a LAN of ETQW last night with my machine & the kids new "school use" computer). 

I never cared that id didn't support the modding community with all the freebees.  I love to LEARN and figure out how things work.  There's others out there too that just love to figure out how this stuff works (it was just figured out how to add new custom models to Quake 2 maps w/o touching any code in 2015, 15 YEARS after it's original release!).

I completely agree with motosep that at this point in gaming history, it's pointless for every game to have a SDK or even release their code.   D3 & Prey had almost everything open upon release via scripting and relatively little was done because there was no "SDK".  ETQW had a SDK and very little was done.  Rage had a SDK + the new editor & nothing was done, period.  id modders showed they just don't care to put the work in.  id games had their day in the sun: Wolf3D, Doom1/2, Quake 1/2/3.  Almost every popular mod concept out there originated a mod from one of those games.  Those games were not easy to mod in the least (Wolf3D, Doom 1/2 & Quake 1/2 had no tools upon release except map compilers, everything else fan made).

I completely agree with devils that Beth did end id's "tradition" of handing out the source code.  That tradition isn't that old though, and id make a boat load of cash off that code before it was handed out.  Would be like me buying a mustang and giving it away after it was outdated and no longer relatively useful.  But there has been 1 game with Beth as the publisher, and they did GPL that game (D3BFG), so at this point they're 100% GPL and a lot sooner then before the owned id.  I wouldn't blame Beth either.  They didn't steal id, they bought it from the owners (Carmak was one), and the owners had no issue selling.

The gaming landscape changed quite a bit between Doom 3 and now:   No more used PC games.  Modders expect to be paid for their work.  Indies except to be pre-paid for their games.  Gamers expect every release to blow them out of the water and don't have an attention span of more then a couple months.   Everybody pays Valve.  Modding went from hobby to resume building. 
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on August 03, 2015, 09:55:27 PM
Still I want to know why Fallout 4 gets full on mod support and not Doom.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: LDAsh on August 03, 2015, 09:56:20 PM
Wanting all the bells and tinsel of the latest engines to tout your project will only take you so far and be very short-lived, after which you'll be forgotten and need to rely on the great ideas and great art that can last a very long time, potentially forever.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 03, 2015, 09:59:14 PM
Quote from: VGames on August 03, 2015, 09:55:27 PM
Still I want to know why Fallout 4 gets full on mod support and not Doom.

_Much_ larger userbase (and extremely dedicated), different engine (probably allowing DLLs for game logic, etc.).

Btw, SnapMap is for indoor mapping only.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on August 03, 2015, 10:14:14 PM
Not a good enough excuse for me.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 03, 2015, 10:18:18 PM
Quote from: VGames on August 03, 2015, 10:14:14 PM
Not a good enough excuse for me.

Maybe because you don't understand how business of game dev works (or pretty much any business)...  ::)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on August 03, 2015, 11:43:48 PM
I understand it completely. Don't talk to me like I'm 13. That's why I didn't pursue my career in game design. I knew what was coming. But it's still not a good enough excuse. I've been able to tear apart every copy of Doom since it came out on shareware. And now I can't. Not a good enough excuse.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 04, 2015, 06:23:32 AM
As paradox as this may sound, but for me the lack of a source code release for the new Doom makes the current codebase of idtech4 that I am working on more valuable. Knowing that this might well be the last complete source access to an AAA id title has some "calming" aspects to it.

It took me nearly a decade to get really fluent and effective with idtech4 up to the point where I could go knee-deep into the codebase and fix the things that bothered me in the original code while adding new exciting stuff to it...

As much as I would like to get my hands on the new Doom's engine and its new tech in general I guess it would again take me years to be able to fully utilize it. Knowing that there won't be a source release of any kind for idtech6 gives me the time and opportunity to start and finish a ton of other ideas and concepts I have in mind for idtech4.

Motorsep and others mentioned the availability of the new generation of sandbox engine systems as an alternative (UE4, Unity5, Cryengine):

While this all reads great on paper, once you really look into it, things start to fall apart for me for the following reasons...

UE4:
- Uses still way too much baked lighting and shading for my taste
- Bad performance (especially on outdoor scenes with complex lighting)
- Quite a blown up codebase with crazy long compilation times
- No sophisticated out of the box AI navigation and behavior systems
- Binarized Assets Filesystem

Unity5:
- No complete engine source access
- No dedicated servers yet implemented
- Professional Edition comes with monthly subscription costs
- Binarized Assets Filesystem

Cryengine:
- No complete engine source access
- No free version (comes with subscription costs)
- Import/Export of assets in and out of the engine is tedious
- Imminent danger of Crytek to go bankrupt at any moment
- Binarized Assets Filesystem
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 04, 2015, 08:31:59 AM
I thought we had a special thread for idTech4 vs the World  ::)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 04, 2015, 09:50:21 AM
Quote from: motorsep on August 02, 2015, 11:31:30 AM
The world has moved on. There is Unity 5 for free, UE4 for free with source accessible without a need of signing NDA, there is free Source2 with Dota 2 (there is a lot of content to mod), there is Cryengine SDK for Crysis 2 (free), there are a few indie games with modding SDKs.

Well you are bringing up the free sandbox alternatives in this thread and then you complain about me replying to those...  ::)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on August 04, 2015, 11:12:17 AM
the benefit of modding is obvious, and if those companies don't see it is their problem, their views shouldn't influence us as it is their point of view.

the thing is that here being mod-friendly is getting "sold" as an old stance, when inf act is all the way around, not willing to share the code is regressive to old times.

not everyone wants to build resume with modding (even so, what is the problem with it?) gaming could be much better if everyone shared their code because development wouldn't be stopped by selfish interests.

let's remember that those companies are under strict contracts to the publishers, who don't do games, they just sell them, but at the same time they impose their views on how to do them.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: argoon on August 04, 2015, 01:45:31 PM
There's some really important aspects of why modding is different and also gaming, being discussed here and this is my take of it.

For modding:

Many Free and accessible high quality engines when that was not true in the past, why make a Free TC for another game when you can sell it?
Kickstarter enough said.
AAA dev's now sell DLC's that are in a sense mods made by the original developer, for the most part they regard modders as competitors.
Games have a very short life span now, so modding communities tend to dissipate quickly not enough time to create a strong and knowledgeable community.
And has always modders go to the games that are more popular expecting having a bigger audience that way.

For Gaming:

Games have a very short lifespan now, they are in a sense tread as fast food, not only by dev's (they have only themselves to blame) and gamers.
Majority of AAA dev's lose interest rapidly in their past games (not selling at full price) in favor of their new games coming out. 
   
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BloodRayne on August 04, 2015, 01:49:52 PM
This is over philosophising, guys. It's much simpler than all that. Indie gaming is bigger than ever now. Just look at Steam as a platform and how well Indie gamers are doing. Bathesda is running the old fashioned business model and sees the Indies as something dirty and competition to be squashed. They'll never admit it, but that's the bottom line. Keeping the engine closed will protect their technology and will make sure that they don't give the Indie developers and modders yet another great platform to outclass them.

At the end of the day, making the engine modable and documented is a big investment, one that has not returned for them in the past.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: aphexjh on August 04, 2015, 03:31:40 PM
Quote from: BloodRayne on August 04, 2015, 01:49:52 PM
At the end of the day, making the engine modable and documented is a big investment, one that has not returned for them in the past.

I think this is a big part of it. And honestly I just don't know if Id is really going to be in a position to change this.

I mean Beth tried to do it with Skyrim, and while the timing may have been a big part of it, the backlash from the "community" was severe.

That being said, I think the companies that can successfully outsource their content creation to community contractors (modders), will reap the greatest benefit. Its about getting those creators into a relationship that can be mutually beneficial, so they don't turn into a bunch of bitter old coots, like us!  >:D

While Valve is at the forefront of community engagement on a lot of levels, Oculus has sponsored paid contests for developers for the Rift too, so different companies are trying different things. Some are just better at it.

Sadly, Doom does not seem to be an avenue for this, which is okay. The whole snap map thing seems a lot like the Portal 2 map maker, which I think speaks to the fact that mapping and certain types of game design are just not digestible to the general public.
**edit**
The mod community is an interesting thing, since it is basically an open guild, like you might find in the skilled trades. And historically, guilds have been a closed and protected source of information that helps protect the tradesmen. So, I don't know, but it does seem like at some point you need to value your knowledge if you want to protect your livelihood.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BielBdeLuna on August 04, 2015, 06:10:59 PM
not really true that last point modding has nothing to do with guilds, as mod trading is not regarded well, and sharing the knowledge of making the mods is common practice, usually modding conform within communities that share their knowledge, so no, modding has nothing to do with guilds.

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 05, 2015, 07:20:47 AM
Pete Hines just stated (http://www.gamestar.de/news/vermischtes/3234430/id_software_in_deutschland.html) that id software is establishing an idtech engine research branch at Frankfurt, Germany...

That is like 2 hours by car/train away from me  :o
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 05, 2015, 09:36:53 AM
Are they trying to be CryTek ? :)

I wonder if they will release SDK after all, when Bethesda.net becomes their new modding portal.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on August 09, 2015, 12:37:37 AM
Quote from: BloodRayne on August 04, 2015, 01:49:52 PM
This is over philosophising, guys. It's much simpler than all that. Indie gaming is bigger than ever now.

Indie gaming is as plentiful as the shareware days as far as I can tell.  Nobody's afriad of them, freak accidents like Minecraft are just that, freak accidents & publishers publish games with record sales every year, especially in games that don't support modding (ie consoles). 

There's just no $$ in making Doom moddable.  No good PR will come out of it, no great news story, no fans saying how awesome it is.  You will get thousands of console users using snapmap though & that's thousands more then modded D3/Rage tech.

If beth really was afraid of indies then they would worry about fallout & elder scroll series, which will most likely outsell id games any day.  They just have a large mod community that loves to produce content.  Enough content that, in theory, there's no reason to buy the sequels because you always have new content to play.

EDIT: the only big players of the shareware heyday still around are EA & Activision and the others didn't die out because of indie titles in the 90's, they died out because they ran their businesses not as good as the others.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BloodRayne on August 09, 2015, 08:42:47 AM
Quote from: The Happy Friar on August 09, 2015, 12:37:37 AM
Quote from: BloodRayne on August 04, 2015, 01:49:52 PM
This is over philosophising, guys. It's much simpler than all that. Indie gaming is bigger than ever now.

Indie gaming is as plentiful as the shareware days as far as I can tell.  Nobody's afriad of them, freak accidents like Minecraft are just that, freak accidents & publishers publish games with record sales every year, especially in games that don't support modding (ie consoles). 
<snip>


We agree on most of your post, but not this. Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 09, 2015, 10:15:00 AM
Quote from: BloodRayne on August 09, 2015, 08:42:47 AM
Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.

What makes you say that?

It's true that there is a flood of indie games. But to say indies make more money than AAA is absurd! There are a few elite indies, along with accidental hits like MineCraft. 95% of indies don't even break even. Just recently there was a postmortem about one of indie games. Dudes spend $250k on development, had decent visibility, and yet haven't even come close to be broken even after whole year being out in the wild.

I have hands on experience with award winning indie game, which was critically acclaimed, but hasn't sold well at all.

People would still fork over $60 for AAA titles over a few indie games, if that title is good in their eyes. And they will still pick up a few indie tiles, when they are on sales.

It's really, really tough market for indies. In no way it is a disruptive business to AAA.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on August 09, 2015, 12:17:26 PM
Quote from: BloodRayne on August 09, 2015, 08:42:47 AM
We agree on most of your post, but not this. Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.

I buy games I like, irregardless who made them.  I always have.  I had "indie" games in the shareware days and loved them.  I don't pay $60 for a title any more though (which, adjusted to inflation, is dirt cheap), to much risk.  IE can't resell.  I normally don't buy "indie" titles at full price either, I wait for a sale.  Same reason, to much risk.  Most indie games I don't find with the price, just like AAA games.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BloodRayne on August 09, 2015, 05:09:49 PM
Quote from: motorsep on August 09, 2015, 10:15:00 AM
Quote from: BloodRayne on August 09, 2015, 08:42:47 AM
Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.

What makes you say that?

It's true that there is a flood of indie games. But to say indies make more money than AAA is absurd!
<snip>
I didn't say that, so that's where this discussion ends.

Quote from: The Happy Friar on August 09, 2015, 12:17:26 PM
Quote from: BloodRayne on August 09, 2015, 08:42:47 AM
We agree on most of your post, but not this. Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.

I buy games I like, irregardless who made them.  I always have.  I had "indie" games in the shareware days and loved them.  I don't pay $60 for a title any more though (which, adjusted to inflation, is dirt cheap), to much risk.  IE can't resell.  I normally don't buy "indie" titles at full price either, I wait for a sale.  Same reason, to much risk.  Most indie games I don't find with the price, just like AAA games.
I'm making the point that Indie games are competition for triple A developers, and the sales figures are backing up my statements. ;)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 09, 2015, 05:41:00 PM
Quote from: BloodRayne on August 09, 2015, 05:09:49 PM
I'm making the point that Indie games are competition for triple A developers, and the sales figures are backing up my statements. ;)

Can we please see those sales figures? (and please, no need to post those few well known indies who broken through in the golden era, which has been well over since ~ 2012)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BloodRayne on August 11, 2015, 01:46:33 PM
Quote from: motorsep on August 09, 2015, 05:41:00 PM
Quote from: BloodRayne on August 09, 2015, 05:09:49 PM
I'm making the point that Indie games are competition for triple A developers, and the sales figures are backing up my statements. ;)

Can we please see those sales figures? (and please, no need to post those few well known indies who broken through in the golden era, which has been well over since ~ 2012)
See the top 100 sellers in Steam, I assume you have it installed....  ::)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 11, 2015, 01:55:32 PM
You should really do your homework ;) Most if not all of these "indies" are former AAA folks. So technically, those are AAA games with smaller budgets. In that case, it's old AAA competes with new AAA, but not with some garage indie teams that have no budget, etc.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: BloodRayne on August 11, 2015, 05:51:49 PM
Quote from: motorsep on August 11, 2015, 01:55:32 PM
You should really do your homework ;) Most if not all of these "indies" are former AAA folks. So technically, those are AAA games with smaller budgets. In that case, it's old AAA competes with new AAA, but not with some garage indie teams that have no budget, etc.
There is no discussing with you. You just talk around the facts as if they don't exist, that's why I always tire out so quickly. Let's just be active in these forums and not quote each other, ok?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 12, 2015, 10:39:51 AM
Quote from: motorsep on August 11, 2015, 01:55:32 PM
You should really do your homework ;)

(http://www.scared-pixel-studios.com/public/images/Bullshit-O-Meter.gif)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on August 12, 2015, 11:10:43 AM
That sucker is maxed out!!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: bkt on August 12, 2015, 02:34:42 PM
Quote from: BloodRayne on August 11, 2015, 01:46:33 PM
See the top 100 sellers in Steam, I assume you have it installed....  ::)

The top selling game on Steam right now is an indie game.  8 of the top 20 are indie games.  It doesn't matter who made them, former AAA devs or not.  They're independently financed and making their developers a lot of money.  Just because people didn't want to buy steel storm doesn't mean Indie dev isn't viable.

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 12, 2015, 02:46:36 PM
Quote from: bkt on August 12, 2015, 02:34:42 PM
The top selling game on Steam right now is an indie game.  8 of the top 20 are indie games.  It doesn't matter who made them, former AAA devs or not.  They're independently financed and making their developers a lot of money.  Just because people didn't want to buy steel storm doesn't mean Indie dev isn't viable.

The whole argument was "indies are threat to AAA companies". Epic was an indie, backed up with venture capital. Many of the "indies" today are backed up with venture capital. How does that make them indies?! Sure, they have independent from publisher funding, but it's not coming out of their pocket. Indies came to be from garage "office", funded by their own money. And later everyone who isn't funded by a publisher came to be called "indie", which is incorrect at its core.

When Steel Storm came out, it was in Top 10 too. Doesn't mean it made me a fortune.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: bkt on August 12, 2015, 05:57:53 PM
Quote from: BloodRayne on August 09, 2015, 05:09:49 PMI'm making the point that Indie games are competition for triple A developers, and the sales figures are backing up my statements. ;)
It actually looks like Bloodrayne clarified the argument. 

Quote from: BloodRayne on August 11, 2015, 05:51:49 PMThere is no discussing with you. You just talk around the facts as if they don't exist, that's why I always tire out so quickly. Let's just be active in these forums and not quote each other, ok?
Yep.

I actually disagree with BloodRayne's stance that Indie dev's a threat or that they're eating away at AAA's market share.  That could be an interesting conversation to have, but inevitably you would chime in and render the conversation pointless.

Now go ahead and come up with some circular argument to prove me wrong, just don't post it, because I'm not interested in reading it.

However, if anyone else is up for further discussion on Doom, modding (or lack of), I'm all for it.  I'm really excited to play the new game and make levels for it.  Though I'm equally (if not more so) disappointed that I won't be able to make custom content for it.  Why can't we?  That's the discussion to have, especially when other peoples points of view are considered and respected.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on August 12, 2015, 06:31:23 PM
Quote from: bkt on August 12, 2015, 05:57:53 PM
I actually disagree with BloodRayne's stance that Indie dev's a threat or that they're eating away at AAA's market share.  That could be an interesting conversation to have, but inevitably you would chime in and render the conversation pointless.

Of course. Since I have no clue what I am talking about, because you know, I am not an indie developer, you guys keep talking "facts".
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on August 17, 2015, 04:58:37 PM
In the meantime the lawsuit Zenimax vs Oculus continues... (http://www.rockpapershotgun.com/2015/08/16/oculus-zenimax-vr-lawsuit/)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on October 23, 2015, 09:34:44 AM
DOOM Multiplayer Closed Alpha - Gameplay Video

Actual alpha gameplay footage starting at 1:00 (1 minute into the video)

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on October 23, 2015, 09:42:37 AM
Kinda like Quake 3 Arena :)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on October 23, 2015, 09:49:38 AM
Quote from: motorsep on October 23, 2015, 09:42:37 AM
Kinda like Quake 3 Arena :)

Doom: The Master Chief Tournament Arena  :o
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on October 23, 2015, 08:12:17 PM
Halo had awesome MP.  :)

I'd like to see monsters in DM once again.  Doom MP had several unique qualities that made it fun that haven't been repeated since & lots of monsters, SP levels & fast gameplay aren't popular any more.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on October 23, 2015, 09:25:40 PM
I see they've got a secondary fire mode for the plasma rifle very similar to mine in Perfected Doom 3. I like this. Looks very fun.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: bkt on November 03, 2015, 09:57:46 AM
Did anyone else get a chance to play the Alpha?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on November 03, 2015, 10:09:45 AM
Quote from: bkt on November 03, 2015, 09:57:46 AM
Did anyone else get a chance to play the Alpha?

I was not selected, even though I am one of those who got (and activated) beta key :( Most likely because I have old PC and haven't played Quake Live.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: douglas quaid on January 09, 2016, 10:12:18 PM
Some new shots from Doom 4... :D

(http://www.doom3recall.com/images/doom4/6661.jpg)

(http://www.doom3recall.com/images/doom4/6662.jpg)

(http://www.doom3recall.com/images/doom4/6663.jpg)

(http://www.doom3recall.com/images/doom4/6664.jpg)

(http://www.doom3recall.com/images/doom4/6665.jpg)

(http://www.doom3recall.com/images/doom4/6666.jpg)

(http://www.doom3recall.com/images/doom4/6667.jpg)

(http://www.doom3recall.com/images/doom4/6668.jpg)

(http://www.doom3recall.com/images/doom4/6669.jpg)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 09, 2016, 10:16:41 PM
Nice! It's scheduled for release in spring 2016, so pretty soon. And I haven't upgraded my PC  :(
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on January 10, 2016, 07:22:33 AM
Have the system specs for the game been released yet?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 10, 2016, 09:08:22 AM
Not sure, but I played multiplayer alpha and it was slow on my PC running in 720p without AAA and some other effects (I forgot what I turned off). Most likely because of my CPU.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on January 10, 2016, 09:32:13 AM
I was selected but in game the screen was all bright green. My PC is old. Updating real soon though.

That lost soul looks amazing.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on January 14, 2016, 09:39:25 PM
(http://media1.gameinformer.com/filestorage/CommunityServer.Components.SiteFiles/imagefeed/featured/bethesda/doom/coverstory/10things/baronofhell.jpg)

Freaking Baron of Hell!!!!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 14, 2016, 09:49:16 PM
Kinda too big and silly looking :( I'd say it's a bad promo shot that slipped through the cracks :/
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on January 14, 2016, 10:16:19 PM
He looks awesome. Hope there's more horned demons.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: douglas quaid on January 24, 2016, 10:34:02 AM
Weapons overview ;)

http://www.gameinformer.com/b/features/archive/2016/01/20/the-explosive-modified-arsenal-of-doom.aspx
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: douglas quaid on January 24, 2016, 10:43:04 AM
More screenies... :D

(http://www.doom3recall.com/images/doom4/66610.jpg)

(http://www.doom3recall.com/images/doom4/66611.jpg)

(http://www.doom3recall.com/images/doom4/66612.jpg)

(http://www.doom3recall.com/images/doom4/66613.jpg)

(http://www.doom3recall.com/images/doom4/66614.jpg)

(http://www.doom3recall.com/images/doom4/66615.jpg)

(http://www.doom3recall.com/images/doom4/66616.jpg)

(http://www.doom3recall.com/images/doom4/66617.jpg)

(http://www.doom3recall.com/images/doom4/66618.jpg)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on January 24, 2016, 08:44:54 PM
Baron looks good!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: 2ton on January 24, 2016, 09:19:24 PM
Anyone know if they used subsurface scattering on the hellknights head?
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on January 24, 2016, 11:16:56 PM
Quote from: 2ton on January 24, 2016, 09:19:24 PM
Anyone know if they used subsurface scattering on the hellknights head?

I don't see why they would since I don't see why light would pass through their heads like the cartilage on an ear. That's hard skull on their heads.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 26, 2016, 10:49:43 AM
I wonder when they will launch beta, since it's scheduled to be released in June.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on January 26, 2016, 11:55:13 AM
Really think it will be released this year?

I'm kind of disappointed I get no e-mails from Bethesda on stuff like this.  I'm signed up for my news site & get lots of Fallout, Skyrim & what not, but nothing about D4.  I find more from my twitter account then from them .  :(
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 26, 2016, 12:05:40 PM
Quote from: The Happy Friar on January 26, 2016, 11:55:13 AM
Really think it will be released this year?

I'm kind of disappointed I get no e-mails from Bethesda on stuff like this.  I'm signed up for my news site & get lots of Fallout, Skyrim & what not, but nothing about D4.  I find more from my twitter account then from them .  :(

It was originally scheduled for Spring 2016. But then yesterday I read that release date leaked and it was June. I wouldn't be surprised if they either move it to QuakeCon or they launch beta at QuakeCon and shift release for the end of the year.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on January 26, 2016, 09:51:39 PM
June might still qualify as Spring for a release date.  I gave up on figuring out quarter definitions for business a long time ago.  :)

I'd think they only reason they'd push back to after that date is for some more hype.  The beta @ Quakecon & release in December/November sounds reasonable.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 27, 2016, 04:51:57 PM
About modding Doom:

http://www.gameinformer.com/b/features/archive/2016/01/27/infinite-doom-why-snapmap-is-id-s-secret-weapon.aspx?utm_content=buffer6a71c&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on January 28, 2016, 05:35:16 AM
Aside from the fact that there was absolutely no new editor footage shown in this video other then the material that was already published in 2015, I still keep seeing those "Network", "Objects" and "Graphics" budget meters in the Editor UI.

Since your snapmap creation has to run on all systems (PC,PS4,XB1) the weakest platform will determine the limiting factor of how many entities, map objects and effects you will be able to place before you hit those budget meters at 100%.

That combined with the fact that you only can use "room presets" that you can "snap" together at a fixed amount of preset map assets combinations and the fact that you are not going to be able to have "a room above another room" (which by the way Willits defined to be one of the major limitations of the original Doom1/Doom2 engines in the Doom3 Legacy Video 10 years ago) meaning that there will be no "verticality" possible in the maps whatsoever, illustrates the limitations of the SnapMap editor quite efficiently.

Since only very small "Instruction-Files" will be used to create and to be exchanged between players there will be no way to implement custom models, animations, textures or even just sounds...

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on January 28, 2016, 06:49:23 AM
As much as I want to say "no room above a room" is a horrible thing, it's not like most maps do that anyway.  Most maps made my mappers are still 2d in design with limited 3d height to them.  Most, not all.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: bkt on January 28, 2016, 02:47:41 PM
Quote from: oneofthe8devilz on January 28, 2016, 05:35:16 AM
Aside from the fact that there was absolutely no new editor footage shown in this video other then the material that was already published in 2015, I still keep seeing those "Network", "Objects" and "Graphics" budget meters in the Editor UI.

Since your snapmap creation has to run on all systems (PC,PS4,XB1) the weakest platform will determine the limiting factor of how many entities, map objects and effects you will be able to place before you hit those budget meters at 100%.

That combined with the fact that you only can use "room presets" that you can "snap" together at a fixed amount of preset map assets combinations and the fact that you are not going to be able to have "a room above another room" (which by the way Willits defined to be one of the major limitations of the original Doom1/Doom2 engines in the Doom3 Legacy Video 10 years ago) meaning that there will be no "verticality" possible in the maps whatsoever, illustrates the limitations of the SnapMap editor quite efficiently.

Since only very small "Instruction-Files" will be used to create and to be exchanged between players there will be no way to implement custom models, animations, textures or even just sounds...
If you can make a fun level given those limitations you're doing it right. 

Why not run with the restrictions and treat them as design challenges.  After all, there are plenty of Doom1/2 levels still being released that are great fun to play despite those very limitations.  It's also worth considering that modular design is quite common with many other engines, so I wouldn't write Snap Map off entirely just yet.

Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on January 30, 2016, 09:38:42 PM
More about Snapmap: http://www.gameinformer.com/b/features/archive/2016/01/29/doom-snapmap-hands-on.aspx
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on February 02, 2016, 07:44:19 AM
I got my gameinformer last week.  I finally read part of the Doom article.

There will be monster waves/sections that you must finish to continue to the next section like Serious Sam 3/Shadow Warrior. 

While I love those games.... NOOOOOOOOOOOOOOOOOOooooooooooooooooooo................................
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 02, 2016, 08:29:03 AM
Hopefully it's just one part of the gameplay. I wouldn't want to have such approach as core gameplay mechanics :(
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on February 02, 2016, 09:07:06 AM
I don't mind this at all. Shadow warrior and serious sam are so fun and would be even better with the Doom theme. I'm sure it won't always be like this through out the game. The gameplay demo wasn't like this throughout.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 02, 2016, 10:12:35 AM
Quote from: VGames on February 02, 2016, 09:07:06 AM
I don't mind this at all. Shadow warrior and serious sam are so fun and would be even better with the Doom theme. I'm sure it won't always be like this through out the game. The gameplay demo wasn't like this throughout.

But it's not Doom. It's more like arena arcade. Doom wasn't about that kind of gameplay.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on February 02, 2016, 10:31:13 AM
No, my son and I played Doom Coop a couple weeks ago at Massivelan.  Much different gameplay vs SS/Shadow Warrior.  Much more action & tension filled because of the badguys around every corner, or almost every corner.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on February 02, 2016, 10:43:35 PM
I never said it was like that in old Doom. I said I wouldn't mind it at all because of how fun it is in other games like SW and serious Sam. And saying that's not what Doom is something we should all throw out the window already. Doom will never be like it was in the 90s. Times have changed. Time to move on. I'm hoping for at least the atmosphere of Doom 3 with the more relentless action from old Doom. Moments of serious Sam are welcomed.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: bkt on February 03, 2016, 04:54:43 PM
Quote from: The Happy Friar on February 02, 2016, 07:44:19 AM
I got my gameinformer last week.  I finally read part of the Doom article.

There will be monster waves/sections that you must finish to continue to the next section like Serious Sam 3/Shadow Warrior. 

While I love those games.... NOOOOOOOOOOOOOOOOOOooooooooooooooooooo................................
Technically it is classic doom gameplay ;)



In all seriousness though, if the gameplay consists of 'kill room full of monsters -> move to next room -> kill all monsters -> repeat' then it's going to get old fast.

However if it contains any other gameplay to keep things interesting between the (most likely) great fights, then bring it on!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on February 04, 2016, 10:48:15 AM
New trailer out, release date of May 13th, & collectors edition.
https://bethesda.net/?utm_source=DOOMDate&utm_medium=Social&utm_campaign=02042016-DoomDate&hootPostID=038ead064dd3d70d41fb4a2c29000d2d#en/events/game/doom-release-date-collectors-edition-and-pre-order-bonuses/2016/02/04/72
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 04, 2016, 10:56:53 AM
That's it, I gotta upgrade my PC (at least CPU/mobo/RAM)! And it's time to open idTech 6 section! :)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: oneofthe8devilz on February 04, 2016, 11:12:57 AM
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on February 04, 2016, 12:04:04 PM
Did I miss the system specs somewhere? 
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on February 04, 2016, 12:05:17 PM
Quote from: motorsep on February 04, 2016, 10:56:53 AM
And it's time to open idTech 6 section! :)

I already have one.  You can see it, right?  Or maybe the excitement is getting to you.  :)

The trailer DOES remind me of how Shadow Warrior was too.  Just hoping no monster-clearing sections as main part of gameplay.  RAGE had the FPS sooooo nice, I just want more monsters at once!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 04, 2016, 12:06:07 PM
Quote from: The Happy Friar on February 04, 2016, 12:04:04 PM
Did I miss the system specs somewhere?

I don't think they announced it, but playing alpha MP revealed that I'd need to upgrade for more or less comfortable gameplay. I wanted to go for Intel, but I am willing to settle with cheaper AMD upgrade :)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: The Happy Friar on February 04, 2016, 12:14:37 PM
Well, I'd like to get it, but don't plan on upgrading any time soon.  D3 played decent on my rig when it first came out and I'd love a demo to try.

Also, I don't see if the disc version is only a steam key+steam installer or not.  I'd rather have most of that data copied from disc & then download whatever activation junk I need.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on February 04, 2016, 01:55:51 PM
Getting ready to pump $1500 into my PC in the next week or so. Tax returns FTW!!
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 04, 2016, 02:03:28 PM
Quote from: The Happy Friar on February 04, 2016, 12:14:37 PM
Well, I'd like to get it, but don't plan on upgrading any time soon.  D3 played decent on my rig when it first came out and I'd love a demo to try.

Also, I don't see if the disc version is only a steam key+steam installer or not.  I'd rather have most of that data copied from disc & then download whatever activation junk I need.

I think your PC will run it fine. I still have ancient 10 y.o. CPU and mobo.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 04, 2016, 02:04:25 PM
Quote from: VGames on February 04, 2016, 01:55:51 PM
Getting ready to pump $1500 into my PC in the next week or so. Tax returns FTW!!

Or spend $900 on PC and the rest on Rift ;)
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: VGames on February 04, 2016, 02:32:14 PM
U lost me at Rift. $900 would not be enough.
Title: Re: New Doom (idtech6) E3 2015 Gameplay Footage: Singleplayer, Multiplayer and Coop
Post by: motorsep on February 04, 2016, 03:14:27 PM
Quote from: VGames on February 04, 2016, 02:32:14 PM
U lost me at Rift. $900 would not be enough.

It would. There are pre-built Oculus certified PCs that cost $900. Rift is $599 (before taxes I am guessing).
Title: Re: New Doom (2016) Thread
Post by: VGames on February 04, 2016, 03:45:39 PM
I'm not planning on getting into VR until it completely fills your view. Spending $900 on a new PC is a waste when u can spend $1500 on an upgrade. I'll just end up having to upgrade sooner if I don't get the best I can. In a few years when VR is where I want it to be my PC will still be able to keep up and that $900 rig will probably need an upgrade by then. Tax returns FTW!!
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 04, 2016, 03:56:50 PM
Lol, obviously $900 upgrade will give you more than $900 PC since you don't have to buy case/PSU/etc.

And if everyone will be dreaming of Matrix as VR and waiting, then VR will never catch up. Have you even tried it? I have Gear VR and you literally see as if you were wearing some helmet or something. Despite that fact, it's sooo awesome! I imagine Rift is x100 more awesome, although it's wired.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 04, 2016, 05:19:00 PM
$1500 upgrade > $900 upgrade

$1500 upgrade lasts longer then $900 upgrade

VR is not good enough right now. Haven't tried it yet but I can understand how awesome it is right now. But I don't want any disappointments from a $500 purchase so I will wait until it meets all my expectations. My $1500 upgraded PC will still have plenty of juice to power it when the time comes.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 04, 2016, 05:39:48 PM
Ok back on topic...

What the heck was that triple minigun thing? Freaking amazing.

And so glad they showed another death scene for the player. Was worried that was just something for the original gameplay trailer. Once again... that Baron is freaking awesome.

Would be awesome if there was some kind of player upgrade or inventory item that would let you counter the monsters final blow to give you one last chance to fight back. Kind of like what Max Payne 3 had. The look on their face when they don't get you kill you and instead they get their guts ripped out as you jump back into the fight.
Title: Re: New Doom (2016) Thread
Post by: argoon on February 04, 2016, 08:23:41 PM
Quote from: VGames on February 04, 2016, 05:19:00 PM
I will wait until it meets all my expectations. My $1500 upgraded PC will still have plenty of juice to power it when the time comes.

Nothing meats our preconceived expectations.

VR right now is fantastic even using GEAR VR, btw your expectation is like wanting the performance and quality of a AMD Fury or Nvidia GTX 980 at the time of the RIVA TNT,  if you are waiting for full view VR than you better wait seated, i comprehend money being a issue, but don't give your self unreasonable excuses and barriers to not get right now into VR.

And btw the more you view, the more pixels the hardware needs to push, don't forget VR uses screens, just like PC and TV and right now contrary to those, VR needs resolutions well above 4k to get rid of the screen door effect and sightly blurred look at the distance, imagine the PC power you needed to have to push a VR interactive game with graphics akin to Crysis 3 and beyond with a screen big enough to cover all your vision cone and resolution capable of getting rid of the screen door effect! 

This will eventually happen but i predict it will take more than a decade, and the way top end VR systems and the PC to run them are so expensive right now i'm not seeing top of the top quality VR being that ubiquitous or even in demand.     
Title: Re: New Doom (2016) Thread
Post by: VGames on February 04, 2016, 08:36:54 PM
It's not gonna take 10 years to get fullscreen VR. It'll be here much earlier then that. Especially if it actually survives and prospers in the industry. When the time comes I'll upgrade the PC. I'm not spending money on a PC upgrade if it's not gonna last me more then 3-4 years before the CPU and the GPU needs to be updated. A $900 upgrade will last half or less that time. That's a waste of money to me. I don't care about VR at the moment. Hopefully it pays off for those that invest in it now.

Let's get back on topic.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 04, 2016, 11:05:46 PM
Watching the trailer again, reminds me sooooooooooooooooooo much of the DN4E trailer.  :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 04, 2016, 11:36:10 PM
@argoon: Do you own Gear VR by chance?
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on February 05, 2016, 07:06:29 AM
More new gameplay snippets...

Title: Re: New Doom (2016) Thread
Post by: motorsep on February 05, 2016, 09:13:52 AM
Did you read the comments to that gameplay snippets video? People are stupid :( I hope it's just only regular youtube trolls.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 05, 2016, 11:18:43 AM
Mostly non Doom related comments. And when it is Doom related it's about how this game will be buggy because Bethesda made it.
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 05, 2016, 11:32:27 AM
Quote from: VGames on February 05, 2016, 11:18:43 AM
Mostly non Doom related comments. And when it is Doom related it's about how this game will be buggy because Bethesda made it.

There were comments that graphics looks bad and boring gameplay. And that is bothersome because gameplay seems to be fun and graphics are awesome. Maybe those were trolling comments, but usually those fools confuse newcomers with comments like that.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 05, 2016, 12:04:04 PM
The only comments about bad graphics I saw were because it was on Xbox 1. Screen tearing and what not. And as far as gameplay comments went I saw a lot of a lack of gameplay due to the gore factor. We have nothing to worry about. The game will be epic.

My wife is pushing me to buy the collectors edition. $120 is so much though.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on February 05, 2016, 12:39:17 PM
Well... especially the latest Campaign Trailer left me technically quite unimpressed and although I shouldn't judge from just a single trailer, to me it pretty much looks like there has been some visual downgrade going on, compared to the gameplay footage showcased last year at E3 and QuakeCon...

Just re-watched the campaign trailer and all of the things shown in it were already technically possible 10 years ago...

Comments about the "underwhelming" graphics seem to pop up across multiple gaming news sites and youtube videos... 
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 05, 2016, 01:24:21 PM
That would be because 10 years ago developers didn't develop to the new tech at the time, they developed so people could play.  Just like now.  :)

I'm excited and I doubt I'll dislike it, even if it does have the SS/Shadow Warrior style gameplay, I'm just getting really envious for a modern AAA Doom clone.  :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 05, 2016, 01:34:12 PM
Quote from: oneofthe8devilz on February 05, 2016, 12:39:17 PM
Well... especially the latest Campaign Trailer left me technically quite unimpressed and although I shouldn't judge from just a single trailer, to me it pretty much looks like there has been some visual downgrade going on, compared to the gameplay footage showcased last year at E3 and QuakeCon...

Just re-watched the campaign trailer and all of the things shown in it were already technically possible 10 years ago...

Comments about the "underwhelming" graphics seem to pop up across multiple gaming news sites and youtube videos...

Were you at the last QuakeCon in person? If not, you couldn't have possibly known what quality was shown there.

The quality of what they show now is higher of quality shown at last E3.

It wasn't possible to achieve quality shown in new Doom 10 years ago. Only if it was done with software rasterizer and 1 fps frame rate.

Btw, something tells me you want to say that MCS is better than new Doom  >:D
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on February 05, 2016, 01:42:04 PM
Quote from: The Happy Friar on February 05, 2016, 01:24:21 PM
That would be because 10 years ago developers didn't develop to the new tech at the time, they developed so people could play.  Just like now.  :)

I'm excited and I doubt I'll dislike it, even if it does have the SS/Shadow Warrior style gameplay, I'm just getting really envious for a modern AAA Doom clone.  :)

That could be totally plausible as I was strictly referring to the technical aspects of the footage I was watching and the way idtech6 was utilized.

I still plan on buying and playing the game but I will let twitch and youtube gameplay videos be the judge about whether it will be a Day 1 purchase for me or not.

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 05, 2016, 02:07:58 PM
Motorsep, did you make it to Quakecon?

I'd imagine that @ QC they used 4k footage/real time to display on their giant projectors.  Could very well of been better looking because of the more detail that you can't get over most home connections.
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 05, 2016, 02:19:49 PM
Quote from: The Happy Friar on February 05, 2016, 02:07:58 PM
Motorsep, did you make it to Quakecon?

I'd imagine that @ QC they used 4k footage/real time to display on their giant projectors.  Could very well of been better looking because of the more detail that you can't get over most home connections.

I didn't. But I am willing to bet they showed live footage, not YouTube video.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 05, 2016, 05:41:32 PM
That chainsaw kill on the Baron was awesome. I wonder what a bare handed kill looks like on him.
Title: Re: New Doom (2016) Thread
Post by: TeaMonster on February 06, 2016, 10:20:25 AM
Has anyone managed to get any assets out of the game?
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 06, 2016, 10:27:17 AM
Quote from: TeaMonster on February 06, 2016, 10:20:25 AM
Has anyone managed to get any assets out of the game?

How?
Title: Re: New Doom (2016) Thread
Post by: VGames on February 06, 2016, 11:43:22 AM
Doesn't anybody have anything good to say about any part of the new vids we've seen?
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 06, 2016, 11:55:18 AM
Quote from: VGames on February 06, 2016, 11:43:22 AM
Doesn't anybody have anything good to say about any part of the new vids we've seen?

It's so good, I am speechless :)

Seriously, there isn't much to say. Doom looks awesome. Now we just need to get it and play it.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 06, 2016, 12:02:22 PM
What do u guys think about that triple minigun thing? I mean what was that? Has id said anything about this?
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 06, 2016, 05:51:48 PM
Gameinformer says that there's upgrades for the weapons (similar to Rage I'd figure, but more).  So it's looking like it's an upgraded machine-gun.

Still cool looking.

Title: Re: New Doom (2016) Thread
Post by: argoon on February 06, 2016, 08:01:38 PM
Quote from: motorsep on February 04, 2016, 11:36:10 PM
@argoon: Do you own Gear VR by chance?

No, but i experimented one from a friend, why?
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 06, 2016, 08:13:24 PM
Quote from: argoon on February 06, 2016, 08:01:38 PM
No, but i experimented one from a friend, why?

I have IE2 with S6, just was looking for someone who does (or plans on) of making stuff for it :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 11, 2016, 12:04:19 PM
http://store.bethsoft.com/books-and-other-media/books/the-art-of-doom-limited-edition.html

Limited Edition.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 11, 2016, 12:49:47 PM
Sweet!  They should restock the plushies for the release.  :)
Title: Re: New Doom (2016) Thread
Post by: VGames on February 11, 2016, 01:02:38 PM
So awesome. Would love to have that limited edition artbook.
Title: Re: New Doom (2016) Thread
Post by: bkt on February 12, 2016, 11:26:12 AM
Take note of the Cacodemon eating another demon.  That and the different types of Mancubus (Red and Green) on show looks quite interesting.
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 12, 2016, 11:41:29 AM
Sounds like the game will be relatively short :(  http://www.gamepur.com/news/22081-bethesda-dooms-campaign-length-average-13-hour-difficulty-level-plays.html
Title: Re: New Doom (2016) Thread
Post by: VGames on February 12, 2016, 11:58:47 AM
Short? That's plenty long. Crank up the difficulty and its even longer. Two times the average CoD campaign is great.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 12, 2016, 12:02:11 PM
I replayed Windwaker for Wii U & it took me ~6-8 hours.  That's with lots of exploring.  I'll take their 13 hours & reduce it down to ~6-7.  I've found I can do games in ~1/2 the time AAA dev/publishers say.
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 12, 2016, 12:07:17 PM
It took me 14 hrs as I recall to beat RAGE and I thought it was a bit short. It took me 36 hrs to beat Darksiders II and that was pretty good length (maybe a bit too long)!

I guess if they pump out mission packs and DLCs, I'd be happy :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 12, 2016, 12:08:26 PM
Quote from: VGames on February 12, 2016, 11:58:47 AM
Short? That's plenty long. Crank up the difficulty and its even longer. Two times the average CoD campaign is great.

I want to enjoy my games. So I never play on high difficulty because it annoys hell out of me.
Title: Re: New Doom (2016) Thread
Post by: VGames on February 12, 2016, 12:16:51 PM
Yeah but after your first play through you can make it harder. 13 hours is great. I think the game will have plenty of replayability. I've played all 3 Dooms many times. I'm sure this will be the same.
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 12, 2016, 12:26:40 PM
Quote from: VGames on February 12, 2016, 12:16:51 PM
Yeah but after your first play through you can make it harder. 13 hours is great. I think the game will have plenty of replayability. I've played all 3 Dooms many times. I'm sure this will be the same.

After first play I am done. I never go back and replay games unless I played in low res and lowest settings (happen with Crysis - I replayed it when I got better PC). Or unless they add new content (RAGE).
Title: Re: New Doom (2016) Thread
Post by: VGames on February 12, 2016, 01:39:07 PM
You've never replayed Doom 1 or 2? :o
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 12, 2016, 01:46:14 PM
Quote from: VGames on February 12, 2016, 01:39:07 PM
You've never replayed Doom 1 or 2? :o

Nope. Replayed Doom 3 and RoE only for the purpose of documenting interesting design solutions I can use in my game (assets setup / scripting).
Title: Re: New Doom (2016) Thread
Post by: VGames on February 12, 2016, 02:08:05 PM
Oh ok so you're not even a real Doom fan. You're definitely missing out on a great legacy.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 12, 2016, 02:11:24 PM
I've replayed DNF several times now.  Only game worth a full playthrough again imho.  :)

Darksiders did take me a while, maybe ~12-13.   Looking through my Steam que, Bioshock Infinite has the most hours & DNF 2nd most.  I found DNF more enjoyable by far.  :)

I'd say ETQW has the most hours of any game after Q3A.  MP's still awesome.  :D

I never replayed Doom 1/2 or Q1/2 all through either.  I've played bits and pieces & MP (including coop) but not all though on SP a 2nd time.
Title: Re: New Doom (2016) Thread
Post by: motorsep on February 12, 2016, 02:13:02 PM
Quote from: VGames on February 12, 2016, 02:08:05 PM
Oh ok so you're not even a real Doom fan. You're definitely missing out on a great legacy.

I am, but not an obsessed one :P
Title: Re: New Doom (2016) Thread
Post by: VGames on February 12, 2016, 02:21:05 PM
Oh my mistake I misread your post. U have played Doom 1 & 2 just not replayed them. Well at least u played them all. I'm proud to be an obsessed Doomie. There's no other game more deserving of a following in my book.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on February 12, 2016, 10:46:16 PM
Quote from: VGames on February 12, 2016, 02:21:05 PM
Oh my mistake I misread your post. U have played Doom 1 & 2 just not replayed them. Well at least u played them all. I'm proud to be an obsessed Doomie. There's no other game more deserving of a following in my book.

Quake.  Especially the 2nd one.  :)
Title: Re: New Doom (2016) Thread
Post by: VGames on February 12, 2016, 11:04:44 PM
Quake is definitely deserving but not more than Doom IMO. But Quake 2 was epic for sure.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on March 09, 2016, 11:55:23 AM
Official Multiplayer Trailer

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 09, 2016, 12:03:27 PM
Preordered today.

GameStop also has Wolf:NO for $30.  Website has for $20.  Friday I'll see if they'll match the website price & if they do, pick that up.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 12, 2016, 07:43:47 PM
Woo hoo, I'm now in the Doom Beta.   :cyberdemon: :mastermind: :cacodemon: :fatty: :chaingun: :baron:
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 12, 2016, 08:02:59 PM
Cool, but how did you get in?

I still have no notice nor game beta in my Steam Library :/

Oh, do you mean you are participant, but haven't gotten your hands on it yet? :)

https://www.gottabemobile.com/2016/03/10/doom-beta-release-5-things-to-know/

Sounds like by the end of this month beta will be available. And yet again, it will be MP-only. Meh, if I knew it would be MP-only, I would have never pre-ordered Wolf TNO :/
Title: Re: New Doom (2016) Thread
Post by: VGames on March 12, 2016, 09:16:06 PM
Multiplayer looks awesome!!! Fast and visceral. Can't wait to play a Baron!
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 12, 2016, 09:35:09 PM
Quote from: motorsep on March 12, 2016, 08:02:59 PM
Cool, but how did you get in?

I still have no notice nor game beta in my Steam Library :/

Oh, do you mean you are participant, but haven't gotten your hands on it yet? :)

3rd option.  :)  I signed up today.

I saw on Twitter it starts @ the end of the month.  Gamestop is giving away free Beta keys on 4/1 starting @ 6pm too.  I agree, it's not much of a beta, more of a MP showoff/test.  :(

I got a key because I bought Wolf today & it had a beta key in the box.  At least I'll get to see how it plays on my system before I get my preorder.
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 12, 2016, 09:37:13 PM
Ah, cool! Let us know what you think of Wolf TNO!  ;)

Did you get Old Blood too? It's definitely worth playing Old Blood first, then TNO. Much richer experience that way.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 13, 2016, 08:23:48 AM
Nope, just NWO.  Had $ only for one so bought that one.  Plus it was in store so I didn't need to download 50gb worth of data.  :p
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on March 16, 2016, 04:41:27 PM
DOOM – Multiplayer Maps Explored Trailer

Title: Re: New Doom (2016) Thread
Post by: motorsep on March 16, 2016, 05:36:16 PM
So, I am still not sure - is there a single player coop on the horizon or yet again they don't want to make it awesome for fans? :/
Title: Re: New Doom (2016) Thread
Post by: VGames on March 16, 2016, 09:53:45 PM
Make your own coop maps or download somebody else's creations.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on March 21, 2016, 01:27:19 PM
DOOM – Multiplayer Modes Revealed

Title: Re: New Doom (2016) Thread
Post by: motorsep on March 21, 2016, 03:47:32 PM
Not really sure what to think :/
Title: Re: New Doom (2016) Thread
Post by: aphexjh on March 21, 2016, 04:20:23 PM
QuoteDOOM - Multiplayer Modes Revealed

Six modes. Countless ways to kill. Infinite ways to die. Welcome to DOOM multiplayer, which delivers fast-paced and competitive combat in brutal, blood-spattered arenas. For a deeper dive into three of the modes you'll be playing when DOOM is released on May 13, check out the video above.

Whether you're fan of classic deathmatch or looking for a unique twist on multiplayer, DOOM has something for you. Here's a rundown of the 6 modes available at launch.

Soul Harvest

Because sometimes just killing your enemies isn't enough... Soul Harvest is similar to Team Deathmatch (see below), but instead of racking up points with every kill, players need to collect the souls of their fallen foes. Each soul will remain in the world for a limited time. These souls can be scooped up by anyone on either team. The catch? Only the opposing team earns points for grabbing a soul – but the teammates of the vanquished can play spoiler by seizing an ally's soul to prevent their foes from gaining a soul point.

But there's more to Soul Harvest than kill-and-collect. A demon rune will appear where the first player is killed, and this demon power-up has no time limit. In addition to the increased threat demons always bring, any enemy players killed by a demon drop two souls to claim instead of the usual one. And if you manage to slay a demon? You have the opportunity to pick up the five souls it leaves behind – and perhaps become the demon yourself.

Victory is earned by the first team to reach a preset score, or by the team with the most points when time runs out.

Freeze Tag

Remember how much fun it was to play freeze tag with your friends? Now imagine doing it with a Gauss Cannon. Or a Heavy Assault Rifle. On Mars.

Freeze Tag plays out a lot like the real-world equivalent (minus the heavy weaponry and hellish backdrop). Rather than killing your foes, opponents are instead frozen in place –immobilized in a block of ice. Teammates can thaw their allies by standing nearby for a set amount of time.

Players frozen within blocks of ice will slide around if they're shot or otherwise jostled, leading to all kinds of chaotic possibilities – both planned and unplanned. If you find a frozen ally near a deadly hazard, for example, you can try to knock your teammate into the hazard so he'll be destroyed; the shattered ally will then respawn. Or, you can try to prevent a foe from being thawed by knocking him away from an ally. Multiple allies can also be thawed if they're close enough to a single active player, and frozen players will thaw more quickly if multiple active allies are all close enough.

For rounds that remain unresolved until only a few moments remain, a demon rune will drop into the arena to things along.

Victory is earned by the first team to completely freeze the opposing team. If there are still unfrozen players on both sides when time runs out, the team with the most active players will win the round.

Warpath

King of the Hill gets even crazier in Warpath, where a single capture point moves around the map along a set (and clearly marked) pathway. And if that's not enough, a demon rune marches along in lockstep – but on the opposite side of the path.

This combo of moving capture point and demon rune is what makes Warpath so darn fun. At any point players need to make a whole bunch of choices. Do you cluster up with your teammates in the capture point, speeding up the capture time and ensuring that the point remains yours? Do you race to the other side of the map, hoping to pick up the demon rune to quickly turn the tide of battle? Do you trail behind the capture point, trying to pick off your foes and protect the rear? Do you rush ahead and try to stop your foes from an uncontested capture with a frontal assault? And how do you manage to stay alive when the capture point slides over a void or deadly hazard? The unrelenting movement of the capture point makes Warpath a constant adrenaline rush – a non-stop tug of war for domination.

Points are accrued whenever your team controls the capture point. Victory is earned by the first team to reach a preset score, or by the team with the most points when time runs out.

Domination

Domination includes up to three static capture points that are spread out across a map. Players spawn on different sides of the map, and can control the capture points by clearing out any enemies and standing within the designated zone. Points are earned based on how long you control a capture point.

Of course, it wouldn't be DOOM without a twist on this classic formula. In the case of Domination, the demon rune plays a key role. During a match, the rune will spawn randomly throughout the arena, and its appearance on the map will be announced to all players, giving everyone a chance to race for the rune. Because demons are more powerful than your standard soldier (as they are in all modes), the leading team will want the rune to prevent the other team from catching up. After all, if the losing team gets the demon rune first, they have a strong shot at tipping the scales by forcefully capturing a point and more easily holding their ground.

Victory is earned by the team that reaches a preset score, or by the team with the most points when the time runs out.

Team Deathmatch

One of the two purest takes on classic modes in DOOM multiplayer, Team Deathmatch pits two teams against each other in a straight-up kill-fest. Players can choose their loadouts, customize their marine and become the demon if they grab the rune while it's in play. (Demon kills are scored the same as regular kills.) Power-ups and power weapons also play a key role here – we'll have more info on those in our next video and feature. Victory is earned by the first team that reaches a preset score or by the team with the most points when time runs out.

Clan Arena

The other pure take on a classic mode, Clan Arena is a game of elimination: the last team standing wins. All pick-ups are removed from the map, and players won't be able to restore their health or armor. Once you're dead, you're dead – no respawning. And demons aren't available during this mode. Victory is earned by the team that fully eliminates all its foes – or by the team with the most remaining players when time runs out.
Bethesda.net (http://bethesda.net)
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 21, 2016, 04:35:57 PM
The moving zone you need to defend is new, and probably interesting. The other stuff is old, was in Team Arena and probably no one will care for it :/ Wasted opportunity for ID, yet again.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 21, 2016, 10:36:12 PM
So is it 6 mp modes total?  I don't see straight DM there.  :?
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 21, 2016, 10:44:50 PM
Quote from: The Happy Friar on March 21, 2016, 10:36:12 PM
So is it 6 mp modes total?  I don't see straight DM there.  :?

Team DM. Probably has some settings to make it like FFA.
Title: Re: New Doom (2016) Thread
Post by: VGames on March 22, 2016, 10:22:53 AM
Speak for yourself motor. I can't wait to play some fast paced mp with this game. We need more of that good old stuff with a fresh paint job. id is spot on with their mp decisions. Bring back the old ways.
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 22, 2016, 10:35:11 AM
The reason Quake 3 Arena never became as popular as UT or CS series is due to the all the same multiplayer. I didn't mind playing regular DM every now and then, but the rest of the modes were b-o-r-i-n-g. They should have add something like Assault in UT, or some other clever things. That would be an awesome mix of fast and furious gameplay with a twist.

I wonder if it will have bots for offline amusement.
Title: Re: New Doom (2016) Thread
Post by: VGames on March 22, 2016, 12:12:16 PM
Bots would be great. Maybe Snapmap will allow assault like game modes. Would love that. I wonder what the max amount of players is.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 22, 2016, 05:42:30 PM
My thinking is that id's doing this because they want to be a "competitive" game.  ETQW & UT Assault were never considered "competitive".  They were awesome (and still are), but non-competitive games pretty much get no attention.
Title: Re: New Doom (2016) Thread
Post by: aphexjh on March 24, 2016, 11:52:02 AM


QuoteDOOM – Demons, Power Weapons & Power-Ups

For more than two decades, the DOOM marine has shot, smashed, blasted and chainsawed his way through heaving hordes of hellspawn. But come May 13, when DOOM releases on PlayStation 4, Xbox One and PC, the demons will finally have their day. For the first time in the history of id's seminal shooter, players can actually become a demon and wreak all kinds of havoc in intense multiplayer matches.

But that's not all. Along with the newly playable demons, combatants can also grab hold of devastating power weapons and unique power-ups that enhance the intensely fun multiplayer mayhem. For a look at just a few of the demons, power weapons and power-ups in DOOM multiplayer, watch our new video.

Demons

The demons in multiplayer aren't just a more powerful version of the DOOM marine. Many of the demons are based on their campaign counterparts, and each delivers a different set of devastating moves. Demons are also integrated into the gameplay modes, with some modes even making demons a key part of the combat. (For more on that, head to: DOOM – Multiplayer Modes Revealed.)

Baron of Hell

When you need to overpower other players, the Baron of Hell's brute strength is unmatched. The Baron is perfect for those who want to rush right into the fray, dishing out the pain with vicious melee attacks and brutal Glory Kills. And if you ever find yourself surrounded as a Baron? Use your ground pound to damage a group of foes.

While the Baron of Hell is formidable, he's not flawless. If you find yourself facing a Baron, it's best to stand back and aim for its head or spine.

Revenant

With its speed and agility, the Revenant is all about outmaneuvering its foes and then overwhelming them with its deadly dual missile launchers. While the Revenant can't glide through an entire map, it can fly for short periods thanks to its jetpack, allowing it to leap over gaps, hover past hazards and deal damage from above the fray – making its explosive missiles even more powerful thanks to any potential splash damage.

Revenants are relatively weak for a demon, so players can quickly chip away at their health. A shot to the Revenant's energy core will also deal big damage and temporarily disable its jetpack.

Prowler

Just like its name suggests, this multiplayer-exclusive demon is great for tactical players who like to lurk in the shadows and ambush enemies before retreating back to safety. The Prowler can leap to most surfaces, jumping from high-point to high-point, getting into position and waiting for the right moment to ambush an unsuspecting foe. Capable of killing a marine in a single blow, the Prowler can see enemies even through walls, allowing it to set up its attacks and execute its kills with deadly precision.

With low health and no ranged attacks, the Prowler is most vulnerable when it's on the ground surrounded by foes.

Mancubus

As slow and shambling as it looks, the Mancubus is a portly powerhouse who can crush its foes with its long-range rockets while soaking up damage thanks to its high health. Its rocket barrage isn't the most accurate – but when you want to clear out an area, these arcing explosive shots can do the job like nothing else. The Mancubus also has a powerful, short-range area-of-effect venting attack that builds up from the heat generated when he fires his rockets; if he doesn't vent, he risks overheating – but when he does vent, the Mancubus can destroy anyone foolish enough to get too close.

The only chance of surviving when a Mancubus is in play: Keep your distance and pepper this demon from the sides and back. Or, if you have a clear shot, aim right for the Mancubus' chest cavity for a big blow.

Power Weapons

While the shotgun might be one of DOOM's most iconic weapons – and can easily be added to any player's loadout – these classic killing machines are available only as limited-use pick-ups that spawn during a multiplayer match. Grab a power weapon and you not only become even more lethal, but you can also spot enemies through walls. Use up the ammo and you're done with the deadly device until it respawns again. Try not to die with ammo still in a power weapon, as it's left behind for an enemy to grab!

Gauss Cannon

Fast and ferociously accurate, the Gauss Cannon fires speedy slugs that can go the distance – and blow through multiple foes without any loss in power.

Chainsaw

If you hear the guttural roar of the chainsaw, you best get out of the way. This DOOM favorite delivers an instant kill to any marine – and can quickly slice away at a demon's health.

BFG 9000

Just like in the classic DOOMs, the BFG continues to live up to its name. Its charged projectile will not only obliterate anything in its blast radius, but also dishes out the pain to anyone along the way with tendrils of electrical energy.

Power-Ups

In DOOM, fortune favors the bold. That's true for those seeking power-ups, which are typically located in high-risk (and highly trafficked) areas. DOOM's power-ups are active for a limited period of time, enhancing your marine with unique buffs. As with power weapons, dying with an active power-up will leave it behind for other players to grab.

Invisibility

They'll never see you coming. Just be careful: While you're almost completely transparent (with the slightest distortion indicating your position), the effect is diminished when you fire a weapon or use equipment.

Haste

Why go fast when you can go even faster? Not only are you speedier (and can make longer leaps due to your enhanced momentum), but your rate of fire is also increased and some weapons will charge faster.

Regeneration

Rush into the fray with a bit of extra swagger, thanks to Regeneration. For a limited time, your health and armor will recharge – and even overcharge if you're healthy enough.

Quad Damage

Everything is more powerful when you've got Quad Damage: primary fire, modified fire, even power weapons (if you have one equipped). Lethal equipment gets a boost as well.

Bethesda.net (http://bethesda.net)

http://www.allgamesdelta.net/2016/03/doom-demons-power-weapons-power-ups.html (http://www.allgamesdelta.net/2016/03/doom-demons-power-weapons-power-ups.html)
Title: Re: New Doom (2016) Thread
Post by: VGames on March 24, 2016, 12:30:47 PM
Awesome!
Title: Re: New Doom (2016) Thread
Post by: aphexjh on March 24, 2016, 01:40:58 PM
Gauss gun vs. Rail Gun
http://www.reeza.com/sinster/essays/gauss.html (http://www.reeza.com/sinster/essays/gauss.html)
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on March 25, 2016, 04:06:41 PM
There were more game modes planned originally, but I guess they were phased out?

(http://i.imgur.com/T2CGor2.jpg)
Title: Re: New Doom (2016) Thread
Post by: aphexjh on March 28, 2016, 10:30:30 AM
maybe they are gonna phase them in. Possibly they will have the snap-map system fuel a kind of crowdsourced level design environment. Would any of you be contribute to this kind of idea?
Title: Re: New Doom (2016) Thread
Post by: VGames on March 28, 2016, 12:49:11 PM
Heck yeah you know I will.
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 30, 2016, 09:33:27 AM
Downloaded BETA. It begins tomorrow and will last until Sunday.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 30, 2016, 10:35:09 AM
Didn't notice it on my list.  Downloading now.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on March 31, 2016, 06:55:18 AM
Player Character Customization

Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on March 31, 2016, 11:23:43 AM
"Fight Like Hell" Cinematic Trailer

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 31, 2016, 10:58:13 PM
I so sexie.
Title: Re: New Doom (2016) Thread
Post by: motorsep on March 31, 2016, 11:03:50 PM
Neat! Btw, are there settings to scale down visual fidelity so it could run smoother on older PCs ? (I'll be dealing with it tomorrow after work, but want to know ahead of time ;) )
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on March 31, 2016, 11:10:22 PM
Here's all you can currently modify.  "Advanced" is darkened out.

AMD FX 8350 8 core, AMD 7850 2gb, 16gb ram & Win 10-64.  Runs perfectly smooth with everyone on screen at once.

Much better performance than I thought I'd get.

Would of preferred more doom-y weapons though: faster firing RL, DBL, etc.

No separate ammo pickups for each weapon, an ammo crate refills whatever weapon you are using.  That's a neat idea.

Dead players drop special weapon pickups & armour shards. 

Double jumping & auto-vaulting on to ledges is actually pretty awesome.

I wish the MP was more like Doom vs Q3A though. Blech.  :p

EDIT: for fun I'll try installing it on the kids computer.  Way below the mins.  :D
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 01, 2016, 08:59:56 PM
Won't start on the kids computer.  Freezes during the Bethesda logo video.  Oh well, worth a shot.
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 01, 2016, 09:25:24 PM
Yeah, that's what I get. No Doom for me then :(

EDIT: Aha, only took cmd line agruments to skip video and 15-20 min of patience to get this sucker loaded.... just to find out there are servers running :/
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 01, 2016, 11:43:52 PM
My initial impressions of the Beta MP is "meh."  Feels like just another competition focused shooter.  It's got a few neat things but nothing I liked about id's older titles MP is in there.  It's as much a change from Doom/Quake MP as CS is.
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 02, 2016, 04:13:09 AM
(http://i.imgur.com/Hs7q0YW.jpg)

(http://i.imgur.com/s4HolJi.jpg)

(http://i.imgur.com/BqMv4BT.jpg)

(http://i.imgur.com/KChgHV3.jpg)
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 02, 2016, 06:45:59 AM
Not there for me.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 02, 2016, 07:33:01 AM
My thoughts/review about the New Doom

So I had quite some time to experiment with the game's tech and multiplayer components and came to the following conclusions:

It runs really good and smooth on my antique hardware maxed out at @1080p with 60+FPS (Motorsep, I would suggest to finally invest in a new system to replace the prehistoric thing you call a computer, especially if you would like to be taken serious as an indie FPS game developer ::))

I was never a big fan of arena shooters and the fact that there won't be a stock COOP implementation for the game's single player campaign pretty much killed any further interest for me.

Also when examining the new idtech6 engine I am quite underwhelmed.

Now apparently (http://wccftech.com/doom-beta-hidden-advanced-settings-revealed-includes-max-fps-settings/) Bethesda chose to publish the PC version of the Beta with ALL graphical settings being set to "LOW" in the "ADVANCED" tab as some users were able to find out tweaking with the resource files. So that leaves me to perform my judgement based on the state of the game, Bethesda wants us PC users to experience it at.

I remember how they said they would switch from idtech5 to idtech6 to get dynamic lighting back in their games and so I got my hopes up. But I really have a problem with the way shadowing is used in the new Doom. Shadow casting pointlights and projected lights are really sparsely placed/used (if at all) and even then the shadows are extremely blurry/over-filtered and therefore appear pretty lowres, dull and unexciting. And I was still able to spot places where fake shadows (lightmaps) are being used. Within the game, the level geometry-density, the shader-complexity and the texture resolution leave a lot to be desired.

In general it is not the jump in technology I was expecting from a new Doom game, setting new standards in the industry for others to follow.

On the bright side, there are also a few things I would like to mention that I enjoyed: I think as a general PVP multiplayer experience this CAN be fun. The movement is nice and smooth and with the double jump and edge climb/pulling it adds new mobility and verticality to the gameplay. Also they went out of their way on how to draw projectile impact decals on physically based surfaces where the impact decal will inherit the roughness state of whatever surfaces it hits on.

I still have yet to see with what kind of COOP maps the community will be able to come up but seeing the restrictions of the idtech6 engine and its SnapMap editor I have my doubts whether a satisfying COOP experience will be able to be built with that or not.

Personally, in an ironical way, I feel "relieved" to be disappointed by the new Doom, because I had this deep worry in the back of my mind, that if the new Doom would have been a successful accumulation of all my Doom wet dreams, blowing everything else released out of the water, it would have sort of rendered my past years of work as a free-time Doom3 modder pretty much irrelevant.

So in a bittersweet way I am glad that it did not come to that, giving me new motivation for years to come to continue my work with idtech4 projects.   

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 02, 2016, 07:05:12 PM
All that non-Doom related stuff has been moved here: http://idtechforums.fuzzylogicinc.com/index.php?topic=401.0
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 02, 2016, 07:25:11 PM
The advanced graphics settings were first discovered by fantast1k over at http://cs.rin.ru/ and wccftech stole his work and didn't give him any credit for it.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 02, 2016, 07:29:15 PM
Quote from: The Happy Friar on April 02, 2016, 07:05:12 PM
All that non-Doom related stuff has been moved here: http://idtechforums.fuzzylogicinc.com/index.php?topic=401.0

Thank you !

Now has anyone been able to unlock mentioned ADVANCED (http://wccftech.com/doom-beta-hidden-advanced-settings-revealed-includes-max-fps-settings/) settings and run this build fully maxed out ?

I am curious how the beta looks at FULL GLORY...
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 02, 2016, 08:56:34 PM
You'll either need a modified executable, or extract defs and repack them back in with your edited settings.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 03, 2016, 01:06:22 PM
Quote from: romulus_ut3 on April 02, 2016, 07:25:11 PM
The advanced graphics settings were first discovered by fantast1k over at http://cs.rin.ru/ (http://cs.rin.ru/) and wccftech stole his work and didn't give him any credit for it.

Searching through the relevant thread is a PITA.  :p  I found the download to unlock advanced options but gave up looking for the tool referenced to.

It's a bit disappointing that for a "beta" they locked the console & advanced options.  If I was asking the public to beta I'd want them to mess with options so I could figure out what does/doesn't work. Would really suck if on release day changing your FOV or graphics setting broke the game.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 03, 2016, 02:24:49 PM
Yeah this whole "running the PC beta at low settings" makes little to no sense...
Title: Re: New Doom (2016) Thread
Post by: VGames on April 03, 2016, 03:50:52 PM
Maybe they don't want to show it off now. Maybe they want it to be at its best with the final product. I wouldn't do that but then again I wouldn't be developing this game with a controller either.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 03, 2016, 04:18:47 PM
I guess we'll have to wait till May 13th to find out :)
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 03, 2016, 04:43:09 PM
Quote from: VGames on April 03, 2016, 03:50:52 PM
Maybe they don't want to show it off now. Maybe they want it to be at its best with the final product.

I would think that but I have more of a feeling that they just don't want to let people know what it will run on.  Get some free pre-order $$, get some $$ from specials on GPU deals & the like.  :/

A month away & no official specs yet.  Motorsep and I were chatting in Steam a couple days ago and the alpha worked for him but the beta doesn't.  The requirements on the website are the same.  We both fall under the min's.  I run it "fine" and he can't run it at all.  Nothing on the website for forums seems to point to why, just some people can't.

The lack of specs makes me want to not install it on release day so, if I find out it doesn't work, I can get my $$ back.  I'm not interested in having a game in my Steam account I'd need to put another $500 in to my PC to play after I already put $500 in to it last summer.  :/
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 03, 2016, 05:24:48 PM
Gimme a few days, and I'll have it unlocked for everyone. :)
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 03, 2016, 06:29:37 PM
two features I'd like to see in new doom:
allow custom player models/skins: https://community.bethesda.net/message/22738#22738 (https://community.bethesda.net/message/22738#22738)
Q2 taunts: https://community.bethesda.net/message/22741#22741 (https://community.bethesda.net/message/22741#22741)

edit: I had the chance to play with a smaller # of player (8 I think) and I find it more fun then with full teams.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 06, 2016, 10:50:39 AM
So I uninstalled the beta & get an e-mail today they're re-opening it up in the 15th to anyone.

I don't know if I should be happy or just yell "IT'S NOT A BETA IT'S A DEMO!"  :)

After the beta closed I realized:
I'm not a fan of the way the MP is handled, and just to prove to myself I'm right, last night I play DNF TDM, got my butt handed to me, but didn't feel like I was getting i handed to me because the way the dev's designed my limitations, I felt like I lost because I'm a crappy player.
Doom feels like they're handicapping players so noone's to good & noone's to bad, for a more "fair" match.
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 06, 2016, 11:18:47 AM
They need to capture a large audience in order to monetize. Thus, design decisions cater to that modern MP audience. Whether ID made it worse than competition, I don't know. I am (and I am sure many of Doom fans are too) in it for SP, not MP :)
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 06, 2016, 02:10:59 PM
All I can think about is how someone must feel right now, having pre-ordered Wolfenstein just for the closed Doom beta access and now to find out that there will be a public beta accessible to everyone just 2 weeks later  ;D
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 06, 2016, 02:17:06 PM
Quote from: oneofthe8devilz on April 06, 2016, 02:10:59 PM
All I can think about is how someone must feel right now, having pre-ordered Wolfenstein just for the closed Doom beta access and now to find out that there will be a public beta accessible to everyone just 2 weeks later  ;D

For a 3 day weekend of beta only, and free keys were given away at Gamestop/EBGames for 2 days of that beta. 
:mastermind: People just don't Beta like they used to.  :)
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 06, 2016, 03:23:07 PM
Yeah I hear ya... this and the just revealed DLC plans for the new Doom illustrate quite nice the things that are wrong with today's game industry...
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 06, 2016, 03:26:32 PM
They extended beta for more time, 15th-17th as I recall.

Nothing wrong with today's game industry. The problem is with DLCs being for MP only. If they were for SP, I'd buy them no questions asked (that's if the game will be fun).
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 06, 2016, 03:36:06 PM
Thx for proving my point ;D
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 06, 2016, 03:47:07 PM
Quote from: oneofthe8devilz on April 06, 2016, 03:36:06 PM
Thx for proving my point ;D

You had a point to prove?  ???
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 06, 2016, 04:47:52 PM
Hehe the RPS comments (https://www.rockpapershotgun.com/2016/04/06/doom-open-beta-dates-dlc-season-pass/#comments) are hilarious...

Seems like I am not alone with my opinion about the industry :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 06, 2016, 05:06:27 PM
But, I mean, wouldn't you buy a single player DLC for Doom ?? (kinda like DLC for RAGE)

MP-only DLC for a brand new (to this era) game that hasn't even come out yet and doesn't have any weight in MP arena (unlike Counter Strike for example) with tiny audience to cater to does seem odd, I am not going to deny that.

But to say that something is wrong with the industry just because nowadays they offer DLCs after releasing games is odd too. I got all DLCs for Dishonored because it was an awesome game (I don't think I beat them all :P ). Same goes for Darksiders II.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 06, 2016, 05:53:57 PM
The point is not whether it is for PVE, PVP or Singleplayer.

People have different preferences. I for example don't play "Singleplayer-Only" games. I find the idea of exploring virtual worlds and their stories without being able to share that experience with friends or other players depressing.

Others prefer PVP games where they enjoy to fight competitively against other human players.

And then there are guys that enjoy Singleplayer-Only games.

I was just about to start explaining why DLCs are a bad idea in any of those cases but then I figured you could just read through the RPS comments and find out yourself, saving me the time of spoon-feeding it to you...
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 06, 2016, 09:22:21 PM
Many games used to have expansion packs that would include MP exclusive content, but id never said "We're selling Team Arena the day of Q3A release for an additional sum", they waited. 

I figure it's like most media now a days.  In the 80/90's a movie would be in theature for ~a year.  Then only available on rental for ~a year, then, maybe, on VHS.  Now a movie is in theature for ~3-6 months & then straight to DVD.  It's like the industry is training players to have short attention spans.
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 07, 2016, 12:34:05 AM
Nowadays with budgets through the roof (and you can't do it any other way if you want AAA quality in 1-2 year; and yes, ID Software has been f@cking up big time with their time tables while other companies actually managed to release better games in that or around that time frame) not only DLC is the way to go, but also episodic content is the way to go.

I am not sure why they want to release it right after initial release, but it's more of a business thinking - sell game at $90 (with DLC included) or sell it at $60 and then sell the rest (DLC) to people who really want it. You can look at this issue at different angles.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 07, 2016, 07:49:33 AM
Or, as much as I hate to say it, raise the game prices with inflation so they can include the same content they would of included two decades ago.  Game prices stayed pretty constant over the years (~$50) while every other commodity went up in price.  Games should be ~$100 a copy now.  I got Final Doom for $50 & min wage at the time was ~$4.25.  Not it's $9 and the sequel went up only 1/5th in price.

I'm wondering what they "improved" with the next beta release.  I'm interested to see what the difference is, if they appeased the old-school Doom fans who wanted a Doom MP game or if they appeased the modern MP fans who wanted another shooter like the ones currently out there.
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 07, 2016, 09:10:01 AM
Lol, I don't see people shelling out more than $60 on games, even if that means DLCs are included. I doesn't make sense as not everyone buys DLCs. Plus, what if a person doesn't feel strong about the game? Or doesn't care for SP or MP ?

When Crysis 3 DLC came out, I didn't buy it because it was MP-only, although I love the game. If that DLC was included and the game cost $75, I wouldn't buy it. It's too much money.

With race to the bottom on virtually every platform, profit margins are getting slimmer and slimmer. Only AAA companies or AAA-indies can afford to put up top price tags and sell well. But even for them a price tag of more than $60 will mean lower sales.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 07, 2016, 09:24:51 AM
Well, math is if you want $500 mill from a game that's 8.3 million copies sold @ $60/copy. 5 million copies sold @ $100.  Considering there's easily 5 million who spend lots of $$ on a PC & console to stay up to date, it's turned back in to an upper-middle class market vs lower/middle class market. 

I'd still buy Doom if it was $100 regular price, but I'd only buy one or two games a year vs 4 or 5.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 15, 2016, 07:39:24 AM
Looks like the Open Beta is being destroyed in the steam reviews section (http://steamcommunity.com/app/350470/reviews/)...
Title: Re: New Doom (2016) Thread
Post by: VGames on April 15, 2016, 07:59:51 AM
They'll all buy the game anyways if they haven't already preordered it. Typical people.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 17, 2016, 04:24:56 PM
I'm buying it for the SP.  MP was just extra.  Am disappointing it's not like Doom, more along the lines of Q3A.  Now sure about anyone else, but my copy of Q3A still works just fine on modern hardware.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 21, 2016, 02:36:47 PM
WTF ?!?!

The game hasn't been even released and yet there are already online Cheats & Hacks available... :(



Brave New GameWorld..."fight like hell" should rather say "cheat like hell"...
Title: Re: New Doom (2016) Thread
Post by: argoon on April 21, 2016, 06:53:43 PM
This is the kind of cheating that i really hate, people that use them destroy the game for everyone.

But imo is better to be hacked now in beta, when they can solve it.   
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 22, 2016, 06:43:19 AM
Time to implement some r1ch.net anti-cheat in to this puppy...

I guess that means Doom MP is popular enough for someone to take the time to cheat.

Were those cheat videos from people playing on Steam?  I'd imagine if people started hacking the game & were able to modify it outside the beta time periods they could play w/o steam & w/o master servers outside the beta time periods.
Title: Re: New Doom (2016) Thread
Post by: 2ton on April 22, 2016, 07:12:43 AM
funny, i was actually excited that it would take some more insperation from quake. I feel it would have been better to drop the franchise, but keep the gameplay alive in Doom4 multiplayer. After playing the new doom though, I am dissapointed, but maybe not in the same way as Friar. I find the movement speed to be far too low, to the point im reflexivly holding down shift in a vain attempt to run faster. As acrutch (also hardware limitations im guessing) the maps are quite cramped in order to make the gameplay not feel increadibly slow, and it only partially achieves that. The weapons are all balanced off eachothers dps, and dont have balancing for things such as rarity and ammo consumption, (the rocketlauncher is pathetic). It looks like Doom, its got quake guns, but honestly it doesnt feel like either, and the entire time I played th open beta, I only felt I'd rather play either. Or any Tribes game in an areana setting, or Painkiller, or any Enemy Territory game
Title: Re: New Doom (2016) Thread
Post by: 2ton on April 22, 2016, 07:19:46 AM
And to u Friar, I hope the singleplayer turns out well, it still could, and if i were to pick up the game for under $30, that would probably be what I get it for aswell. I was really underwhelemd by them multiplayer. It can definatly be fixed, but if they couldnt get the very basics down from the get go, im not very optimistic in the current devs taste/ability
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 22, 2016, 07:48:40 PM
I feel the same about MP as you, I just used different examples.  "not quite Doom and not quite Quake" is a good way to put it.  I thought I was slow too.

I just want Doom re-done, not rebooted.
Title: Re: New Doom (2016) Thread
Post by: Phrozo on April 23, 2016, 01:53:39 AM
This is pretty bad if there are cheats already in beta, but cheats aside the multiplayer killed itself for a lot of people. Hopefully the single player or co-op stuff will be better because the game looks really great to be honest.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 23, 2016, 09:07:43 AM
I would have preferred a Reboot/Remake of "Doom II: Hell on Earth" for the new Doom.

Fighting cooperatively with friends through a "Hell on Earth Story Campaign" is what I personally would have enjoyed most out of a Doom 2016 version.

And instead of sticking to a 60 FPS doctrine I would have pushed the PC and Consoles to the limit by going for a "Constantine-esque" (https://www.youtube.com/watch?v=7OgzLmpYOOk&t=1m09s) visualization of that Hell on Earth Co-op Campaign taking the "setting-the-next-gen-technology-standards-crown" back to id software .

What a gigantic opportunity missed !!!  :(
Title: Re: New Doom (2016) Thread
Post by: VGames on April 23, 2016, 07:33:09 PM
I think it all looks great. Theres plenty of room to expand on this new Doom in the years to come.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 27, 2016, 11:07:23 AM
Leaked SP Campaign footage

https://vid.me/RTTy
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 27, 2016, 11:54:18 AM
It doesn't look like a leaked footage. Looks more like a promo video that either wasn't released for whatever reason, or will be released officially soon.
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 27, 2016, 11:56:54 AM
PC settings: https://bethesda.net/#en/events/game/doom-on-pc/2016/04/22/113

Also: "In the coming weeks, we'll be giving you an inside look at idTech 6 engine architecture, our rendering pipeline, our customization tech and other initiatives we have underway to broaden our minimum PC spec even further than our current expectations."

Also, id Software Previews DOOM Single Player (April 27 at 2 PM ET): https://www.twitch.tv/bethesda
Title: Re: New Doom (2016) Thread
Post by: VGames on April 27, 2016, 01:40:24 PM
Well this is good to hear since I don't think I'm gonna be able to upgrade this year after all. Medical bills FTW!!!

Maybe my old 5870 can pull one more off for the year.
Title: Re: New Doom (2016) Thread
Post by: aphexjh on April 27, 2016, 01:55:14 PM
Quote from: oneofthe8devilz on April 27, 2016, 11:07:23 AM
Leaked SP Campaign footage
https://vid.me/RTTy
wow
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 27, 2016, 02:42:04 PM
While we are debating Doom, Minecraft came out on Gear VR !!!!
Title: Re: New Doom (2016) Thread
Post by: aphexjh on April 27, 2016, 05:24:50 PM
Well I know what I'm doing tonight.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on April 28, 2016, 05:03:03 AM
Doom 2016 Singleplayer Preview

Title: Re: New Doom (2016) Thread
Post by: motorsep on April 29, 2016, 09:40:50 AM
Easter egg (SPOILER!!!):

https://www.youtube.com/watch?v=_hY3mVw2p3E&ab_channel=IGN
Title: Re: New Doom (2016) Thread
Post by: VGames on April 29, 2016, 09:48:50 AM
Anybody hear anything else about the lowered minimum specs?
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 29, 2016, 11:01:19 AM
They never lowered the minimum requirements during the beta, but they did increase the recommended specs in the GPU department, from HD 7950/GTX 770 to R9 290/GTX 970. I'm assuming this was done mostly because the GPUs mentioned in earlier recommended specs were video memory constrained. You'll atleast need 2GB of video memory at least, something like a GTX 670/760 or HD 7870/R9 270X, and 4GB for high details presets, assuming they'll feature presets.
Title: Re: New Doom (2016) Thread
Post by: VGames on April 29, 2016, 11:08:12 AM
I don't see why I can't play this when I can play Star Wars battlefront, fallout 4, and rainbow six siege on lowest settings.
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 29, 2016, 11:08:32 AM
Quote from: motorsep on April 29, 2016, 09:40:50 AM
Easter egg (SPOILER!!!):

https://www.youtube.com/watch?v=_hY3mVw2p3E&ab_channel=IGN

I've seen people at Doomworld complaining that some of the textures from this particular easter egg are upside down, and how it lacks lighting, which goes to show that this is a last minute tacked on easter egg, and how little effort they've placed, etc.
Title: Re: New Doom (2016) Thread
Post by: motorsep on April 29, 2016, 11:19:06 AM
I am not sure why there is so much hatred toward new Doom  :o

#firstworldproblems
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on April 29, 2016, 12:07:11 PM
Quote from: romulus_ut3 on April 29, 2016, 11:08:32 AM
I've seen people at Doomworld complaining that some of the textures from this particular easter egg are upside down, and how it lacks lighting, which goes to show that this is a last minute tacked on easter egg, and how little effort they've placed, etc.

It's a different engine, not sure how they could similar the lighting w/o coding special light just for the 1992 look.  I'd be more interested in the pacing of the easter egg map vs the lighting.  :)  BTW I did watch the video a little bit, but skipped the part where they show how to find the easter egg.

Quote from: romulus_ut3 on April 29, 2016, 11:01:19 AM
They never lowered the minimum requirements during the beta, but they did increase the recommended specs in the GPU department, from HD 7950/GTX 770 to R9 290/GTX 970. I'm assuming this was done mostly because the GPUs mentioned in earlier recommended specs were video memory constrained. You'll atleast need 2GB of video memory at least, something like a GTX 670/760 or HD 7870/R9 270X, and 4GB for high details presets, assuming they'll feature presets.

The beta ran "fine" on my AMD 7850 w/2gb.  I figured the SP will, even on the settings the Beta was restricted to.  Don't see any specs on Steam, Beth's page or doom.com  :(
Title: Re: New Doom (2016) Thread
Post by: VGames on April 29, 2016, 12:10:49 PM
My 5870 left me with a green shade over everything an models with no animations and particle effects with non working alpha channels. I need them to throw us old PC tech users a bone.
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on April 29, 2016, 01:14:04 PM
Quote from: VGames on April 29, 2016, 12:10:49 PM
My 5870 left me with a green shade over everything an models with no animations and particle effects with non working alpha channels. I need them to throw us old PC tech users a bone.

Your HD 5870 isn't compatible with DOOM's OpenGL 4.3 profile, or so I have been told.
Title: Re: New Doom (2016) Thread
Post by: VGames on April 29, 2016, 01:26:42 PM
Yeah I know. That's why I need a bone thrown my way. Will probably have to get it on my PS4. Sad times.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 01, 2016, 02:26:22 PM
SnapMap Editor Showcase



And the entire Bethesda SnapMap stream: https://www.youtube.com/watch?v=QuxmnKyabpg
Title: Re: New Doom (2016) Thread
Post by: aphexjh on May 02, 2016, 12:46:50 AM
My experience learning level design would have been very different if I started with this editor.

Anyway, here is what this reminds me of, which I feel like makes sense for the consoles, but really doesn't make a lot of sense when you consider the freedom we had with literally every single previous Id software engine editor.


Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 02, 2016, 07:04:47 AM
Quote from: aphexjh on May 02, 2016, 12:46:50 AM
My experience learning level design would have been very different if I started with this editor.

Anyway, here is what this reminds me of, which I feel like makes sense for the consoles, but really doesn't make a lot of sense when you consider the freedom we had with literally every single previous Id software engine editor.

Sure it does.  The last two games id released people complained it was to complex and relatively nothing was released.  So they solved the problem.  The modding attitude was different in 2004 vs 1999 & before.  It's always been complex & had the ability to let you do whatever you wanted but gamers don't want complex any more.
Title: Re: New Doom (2016) Thread
Post by: aphexjh on May 02, 2016, 07:38:29 AM
Okay, it does make perfect sense, I guess I am just stuck in the bsp past. I love the abstractness that the freedom of bsp provided, and I am sorry to see that missing.

*edit

I was just thinking, that I should really be grateful, since Id has already given us the tools that let us make anything we want, i mean, without radiant and bsp there would be no Call of Duty or Team Fortress or HalfLife or any of that. There would be no Quadrilateral Cowboy or Nipper maps for counterstrike or SOC maps for quake or any of the vast mods and maps for Halflife 2. And I should be thankful for those things, and that there can be endlessly more and varied things made with those engines that we already have and that have been given fully open source.

So anyway, I just needed to remind myself that all of that is still possible and still available and that snapmap doesn't change that or take it away. Like you said Friar, this will make making levels a lot more accessible and will really make the ecosystem flourish for new Doom levels, so that's a good thing. I will just leave one foot firmly planted in the world and worldbuilding of bsp and leave it at that.

Title: Re: New Doom (2016) Thread
Post by: motorsep on May 02, 2016, 10:04:26 AM
I bet if people begin using SnapMap a lot and there is a lot of content coming, Beth might open an opportunity for more evolved modding or would provide more pieces.

Btw, fun stuff (and related to upcoming Doom):

https://www.youtube.com/watch?v=GC7Onhm3tto
Title: Re: New Doom (2016) Thread
Post by: wintch on May 02, 2016, 02:07:53 PM
Quote from: motorsep on May 02, 2016, 10:04:26 AM
I bet if people begin using SnapMap a lot and there is a lot of content coming, Beth might open an opportunity for more evolved modding or would provide more pieces.

Btw, fun stuff (and related to upcoming Doom):

https://www.youtube.com/watch?v=GC7Onhm3tto
That makes me feel so old  O0
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 03, 2016, 07:07:10 AM
Quote from: motorsep on May 02, 2016, 10:04:26 AM
I bet if people begin using SnapMap a lot and there is a lot of content coming, Beth might open an opportunity for more evolved modding or would provide more pieces.

I'm hoping the same thing.  They got mod kits for Fallout & Skyrim, so I'm hoping if Snapmap is really popular they'll find something for Doom.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 03, 2016, 02:13:04 PM
Sorry, must of locked by accident.  Unlocked.  :)
Title: Re: New Doom (2016) Thread
Post by: aphexjh on May 03, 2016, 02:31:39 PM

Some of this stuff is pretty awesome. Like the Hellknight tending shop.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 03, 2016, 02:46:56 PM
I wonder if there is coop support when making maps using SnapMap..
Title: Re: New Doom (2016) Thread
Post by: aphexjh on May 03, 2016, 02:51:55 PM
Quote from: motorsep on May 03, 2016, 02:46:56 PM
I wonder if there is coop support when making maps using SnapMap..
As in editing the same map at the same time? Or just support for coop mission building?
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 03, 2016, 03:03:10 PM
Quote from: aphexjh on May 03, 2016, 02:51:55 PM
Quote from: motorsep on May 03, 2016, 02:46:56 PM
I wonder if there is coop support when making maps using SnapMap..
As in editing the same map at the same time? Or just support for coop mission building?

Building a map (by any means) and playing as coop mode (going in with other players and killing monsters together).
Title: Re: New Doom (2016) Thread
Post by: VGames on May 03, 2016, 03:34:18 PM
They said it would be possible.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 04, 2016, 03:23:48 PM
Need some opinions. I was thinking of just upgrading my GPU to some measly $200 2ghz GPU just to barely squeak by the video issues I had with the beta. But I'm not sure if my CPU and memory will hold up though. I feel like it will but I wanted to ask for opinions. My specs:

AMD Phenom 2 x4 940 3.0 ghz CPU
8 GB DDR2 memory
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 04, 2016, 03:40:33 PM
Quote from: VGames on May 04, 2016, 03:23:48 PM
Need some opinions. I was thinking of just upgrading my GPU to some measly $200 2ghz GPU just to barely squeak by the video issues I had with the beta. But I'm not sure if my CPU and memory will hold up though. I feel like it will but I wanted to ask for opinions. My specs:

AMD Phenom 2 x4 940 3.0 ghz CPU
8 GB DDR2 memory

Should be fine.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 04, 2016, 04:05:30 PM
I figured it would at least on the lowest settings. I can't stomach going console with Doom. Reminds me of that awful poor mans Doom on SNES. I know it'll look good on PS4 but I just can't do it.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 04, 2016, 05:06:36 PM
Quote from: VGames on May 04, 2016, 04:05:30 PM
I figured it would at least on the lowest settings. I can't stomach going console with Doom. Reminds me of that awful poor mans Doom on SNES. I know it'll look good on PS4 but I just can't do it.

Get keyboard + mouse for PS4 :D
Title: Re: New Doom (2016) Thread
Post by: VGames on May 04, 2016, 06:42:32 PM
Yeah I still might have to go that route. Medical bills suck. Thanks for the help.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 05, 2016, 04:24:09 AM
Quote from: VGames on May 04, 2016, 04:05:30 PM
I figured it would at least on the lowest settings. I can't stomach going console with Doom. Reminds me of that awful poor mans Doom on SNES. I know it'll look good on PS4 but I just can't do it.

I support your decision to get it for PC even if it means having to fork out more cash... *thumbs up*
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on May 05, 2016, 05:56:37 AM
Can't you buy used goods off ebay? A core i5 2500, a P67 motherboard, and a used HD 7970, and you're good to go for DOOM!
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 05, 2016, 06:55:33 AM
I miss the old id where "minimum requirements" pretty much meant nothing.  :)  Except for Wolf 3D: you really needed a 286 or better CPU for that one.  X86 didn't have the stuff to run it! :D  ( I played Doom, Quake, Q2, Q3A & D3 well below the min's when they came out.  For Doom I had no mouse or sound card.  :p )

:mastermind:
Title: Re: New Doom (2016) Thread
Post by: VGames on May 05, 2016, 08:55:26 AM
I really can't spend much. $200 is pushing it actually. I may need to go cheaper. I'll look into a used GPU. I'm never ready for Doom.
Title: Re: New Doom (2016) Thread
Post by: bkt on May 05, 2016, 09:57:32 AM
Quote from: motorsep on May 03, 2016, 03:03:10 PM
Quote from: aphexjh on May 03, 2016, 02:51:55 PM
Quote from: motorsep on May 03, 2016, 02:46:56 PM
I wonder if there is coop support when making maps using SnapMap..
As in editing the same map at the same time? Or just support for coop mission building?

Building a map (by any means) and playing as coop mode (going in with other players and killing monsters together).
Watch the SnapMap livestream that was posted earlier in the thread.  It answers this question and then some.
Title: Re: New Doom (2016) Thread
Post by: aphexjh on May 05, 2016, 10:42:41 AM
Quote from: The Happy Friar on May 05, 2016, 06:55:33 AMFor Doom I had no mouse or sound card.  :p )
:mastermind:
That was me also. When I saw that video of the kids playing og Doom, I was like "wait, they have a mouse, take that away". In my day, we had tank controls and we liked it.
:oldman:
Title: Re: New Doom (2016) Thread
Post by: bkt on May 05, 2016, 11:18:33 AM


Archvile and Arachnotron!
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 05, 2016, 01:11:58 PM
(http://www.scared-pixel-studios.com/public/images/doom.cover.1993.vs.2016.jpg)
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 05, 2016, 01:25:39 PM
PC requirements: http://www.gamespot.com/articles/doom-pc-requirements-file-size-pre-load-details-la/1100-6439526/
Title: Re: New Doom (2016) Thread
Post by: VGames on May 05, 2016, 02:34:56 PM
I've got to get the GPU for sure. No way my GPU will play this. Could be an Arachnotron or an updated Spider Mastermind. The way it was standing in that symbol on the floor all by itself seems like its very important. I love how he yanks that imp into the air with him at the end. Shows how powerful he is in this game. Nothing will stop him.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 06, 2016, 11:35:10 AM
This gif is preddy bad ass: https://gfycat.com/WholeVigorousAnteater
Title: Re: New Doom (2016) Thread
Post by: VGames on May 06, 2016, 12:33:06 PM
That is awesome. They finally showed what happens after the demon grabs his arm. Doom Guy keeps on killing!
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 06, 2016, 01:26:51 PM
Claycat's DOOM 2016

Title: Re: New Doom (2016) Thread
Post by: argoon on May 06, 2016, 02:36:20 PM
Quote from: oneofthe8devilz on May 06, 2016, 01:26:51 PM
Claycat's DOOM 2016



Now that is a fantastic job! I loved it.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 06, 2016, 06:42:51 PM
That cat was hardcore. So cool. I'd play a Doom like game like that.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 06, 2016, 11:05:39 PM
That's a CAT video.

Makes me want to mod Doom 3 to look claymation now.  :p
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 08, 2016, 07:31:06 AM
DOOM 2016 on Pascal GTX 1080 with Vulcan API

Title: Re: New Doom (2016) Thread
Post by: VGames on May 08, 2016, 07:04:22 PM
Wow. This new GTX 1080 is ground breaking stuff. Will be buying whatever version they have of it next year for sure. So powerful and so cheap.
Title: Re: New Doom (2016) Thread
Post by: romulus_ut3 on May 09, 2016, 12:27:43 AM
GTX 1070 is the card to look for, budget wise. AMD is done for.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 09, 2016, 09:30:19 AM
So true. The 1070 is still faster then the Titan x at around $400.  :o

I think they're using ancient Chinese black magic.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 11, 2016, 08:41:02 AM
Box copy only includes 9gb of data, need to download another 45.  Steam preorders now get free Wolf: The Old Blood, box copy only gets same crappy skins as before.  Box copies can't preload data so will need to wait ~a day after launch to play, Steam & console preoders can play right away.

I don't normally do this, but if you think that's a bunch of crap feel free to retweet me: https://twitter.com/The_Happy_Friar/status/730375523524870144

Who knows, after Friday my "go to" game for fast action could very well still be Duke Nukem Forever.   :alien:
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 11, 2016, 09:10:09 AM
Hmm.. Not sure why do you expect something different with boxed version in this digital age :) A developer makes more money from selling on Steam vs selling in the box. So, the more money they make, the more extras they can afford.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 11, 2016, 01:53:53 PM
If they felt that way they wouldn't offer boxed copies at all.  for indies I understand.   If they felt that way they'd let box copies predownload so they aren't behind the 8 ball.   If they felt that way they would of announced over a month ago this decision.  Even those who ordered the "collectors edition" have to download for several days AFTER they pick it up, and they paid a lot more then the Steam buyers.

They're looking at adding ~$1 to their costs & would make a lot of people happier.  Just cheap cheap CHEAP imho.  See attached picture for reference.  :D
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 11, 2016, 03:06:50 PM
55 GB free HDD space  :o

Didn't they say they ditched MegaTextures for idtech6 ? Even though I have over 10 TB of HDDs installed, that still seems like an absurd amount of HDD space requirement for a single game to me...
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 11, 2016, 11:22:14 PM
Lol, did you skip all recent Bethesda (and not so much) games? That's about correct size of a modern game.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 12, 2016, 07:08:26 AM
Wolf: TWO was ~40-45gb.

The beta had megatexture's in there.  I thought they said they were ditching megatextures too, but maybe the performance increase made it worth it.  I know, 55gb... I remember when Doom 2's 4 floppy's was "HOLY CRAP THAT'S A LOT OF SPACE!"  :)  a 20mb HD cost ~$200 thought, at that time.  :D
Title: Re: New Doom (2016) Thread
Post by: nbohr1more on May 12, 2016, 09:26:09 AM
HD Video takes a lot of space too. Don't be surprised to find that the bulk of the storage is just cutscenes and cinematics.
People aren't happy with 640x480 ROQ videos these days, ya know. (I prefer in-engine cutscenes but that's just me. It's not
like one of the most popular games of all time (cough HL2) used them to great acclaim and people have been complaining about
pre-rendered cutscenes both before and after that release... Nope, gamers know nothing... Just keep wasting their HDD space
with video files...)
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 12, 2016, 11:54:34 AM
HL2 is overhyped. I didn't find it to be exraordinary, especially when it comes to storytelling aspect. I always preferred Blizzard's cinematics.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 12, 2016, 12:00:43 PM
HL2 was just meh at best.  :)
An hour of HD should be ~8gb with little compression (nowhere near as much as most codec's used for streaming), so I'm betting it's all megatextures.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 12, 2016, 12:06:34 PM
Could be baked lighting too (high quality megalightmaps maybe? :) )
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 12, 2016, 01:31:49 PM
Well... I actually noticed some baked in shadows in the Doom Beta so it is quite possible that they decided to fare with a hybrid solution which would explain the extreme HDD space demands.

I am pretty sure a purely real-time based build of the game could be achievable with a space requirement of under 25 GB...
Title: Re: New Doom (2016) Thread
Post by: bkt on May 12, 2016, 02:13:41 PM
There's nothing 'extreme' about a modern game using that much HDD space.  Higher Definition 3D assets take up a lot of space, so the more content there is, the bigger the game will be.  Given how cheap storage is these days, combined with the fact that the size of art assets is growing steadily, it's no real surprise that install sizes are growing so much.

It's entirely understandable that some developers are probably opting out of compressing their materials, as long as it fits on the console disc or the cheap mechanical HDD of a PC user.
Title: Re: New Doom (2016) Thread
Post by: argoon on May 12, 2016, 04:09:30 PM
Are you serious? Now is ok to make 55GB games!
If all games start being this heavy i will stop buying games online, not everyone has awesome internet you know, i can hardly see a 720p youtube video without stops, imagine downloading 55GB of data for a single game. To me even 20GB is pushing it.   

Title: Re: New Doom (2016) Thread
Post by: motorsep on May 12, 2016, 04:48:37 PM
Anyone from Australia / NZ here? It seems that DOOM is already unlocked for that region.
Title: Re: New Doom (2016) Thread
Post by: argoon on May 13, 2016, 08:27:10 AM
Take that 55 GB games!

http://www.theverge.com/circuitbreaker/2016/5/11/11656690/fermi-paradox-demoscene-explore-space-64k (http://www.theverge.com/circuitbreaker/2016/5/11/11656690/fermi-paradox-demoscene-explore-space-64k)
Title: Re: New Doom (2016) Thread
Post by: bkt on May 13, 2016, 10:59:12 AM
Quote from: argoon on May 12, 2016, 04:09:30 PM
Are you serious? Now is ok to make 55GB games!
If all games start being this heavy i will stop buying games online, not everyone has awesome internet you know, i can hardly see a 720p youtube video without stops, imagine downloading 55GB of data for a single game. To me even 20GB is pushing it.
It's a good thing then that physical copies are still available.

I've got a good internet connection, so for the most part, physical copies are now clutter I have to clean up in my apartment. 

Obviously digital doesn't suit everybody right now, but as you can still buy the discs, it shouldn't be an issue.  Devs not putting all of the files on those discs, or releasing ridiculously large patches is on them.

So yes, I'm serious, 55GB+ games are fine with me.  If I didn't have fast internet, I'd buy a disc, simple :)
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 13, 2016, 12:01:40 PM
Quote from: bkt on May 13, 2016, 10:59:12 AM
So yes, I'm serious, 55GB+ games are fine with me.  If I didn't have fast internet, I'd buy a disc, simple :)

Did you see up some posts when I said Doom is a 45gb download with only 9gb on disc?

I'm @ 19% currently.  This minds me of ROTT's (the DOS one) network messages while waiting for players: "Waiting for player 1 reminds me of shrooms."  :)

It says 15 hours remaining.  Considering my wife works in 12 & she uses the internet, I am not waking up early to play either. 

:goodnight:
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 13, 2016, 05:26:54 PM
My first thoughts after dipping into the game today:

1. It took about 40 Minutes to download the 43.8 GB digital download !

2. I was left rather unimpressed by the Singleplayer-Campaign visuals even though I am running the game on Ultra Settings.

3. Singleplayer gameplay is nothing really groundbreaking (basically you go from one arena fight to the next).

4. SnapMap was the feature that ultimately convinced me to get the game on release-day since it combines creative gametype generation with cooperative gameplay and it absolutely delivered for me in that regard.

5. I haven't yet tried the classic PVP multiplayer as I already got to playtest it thoroughly through the alpha and beta phases and I am not much of a PVP Multiplayer aficionado.

More impressions to follow later...
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 13, 2016, 05:53:11 PM
Quote from: oneofthe8devilz on May 13, 2016, 05:26:54 PM
1. It took about 40 Minutes to download the 43.8 GB digital download !

~6 hours after I typed in my steam code that came in my box I'm @ 52%.  I haven't waited this long to play a game when I bought it home since HL2, and that I had preloaded for release.  :/
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 13, 2016, 09:50:24 PM
Took me evening and a good half on Friday to download/install it
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 13, 2016, 11:04:50 PM
3 hours left but I throttle back in ~15 minutes so my wife can work.  ZZzz......  :p
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 14, 2016, 12:06:51 AM
@devil: My old computer can play Doom, imagine that (a bit dialed down). And I don't know if you played the same Doom, but not only the combat is the closest to original Doom you can get nowadays (a bit more of a mix of Doom and Quake), the visuals are really sweet!

I hate MP, so I can't comment on netcode quality.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 14, 2016, 05:29:05 AM
Word in the steam forums & reviews is out that the devs have disabled player based dedicated server hosting and bot-support for the public release and the lack of a server browser tool takes away the option to manually search for low latency bethesda hosted servers and so with this "wonderful netcode" people frequently end up playing lag-infested multiplayer sessions...

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 14, 2016, 07:47:47 AM
Quote from: oneofthe8devilz on May 14, 2016, 05:29:05 AM
Word in the steam forums & reviews is out that the devs have disabled player based dedicated server hosting and bot-support for the public release and the lack of a server browser tool takes away the option to manually search for low latency bethesda hosted servers and so with this "wonderful netcode" people frequently end up playing lag-infested multiplayer sessions...

I didn't read much on Doom before release (still haven't), but I'd consider the dedicated hosting & bot support "old wives tales."  I never read that mentioned in the Beta stuff when I was reading about that, don't remember reading it in the Gameinformer article, don't remember it as a feature when I bought the game.

I never had bad lag when I tried the beta (no worse then other games I'd play occasionally) but let's not forget: just like Doom 3 people were praising it because they wanted to kiss some butt before release. 

I still have to wait 3 more hours to update and by then I might not be home to play, so not sure when I'll get to play today or tomorrow.  :(
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 14, 2016, 07:53:03 AM
The "view all achievements" in Steam just loads my profile, but the achievement names listed on the Doom steam launch page are pretty good.  Very retro.  :)
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 14, 2016, 08:51:00 AM
Just ran the game in SnapMap coop mode through the latency emulator as a client and there are good news to report:

The latency delay settings I tested ranged from 400ms-800ms clientside based. The first couple of tries at 800+ms I had massive frame drops and interrupting "waiting for server" messages all over the place (though that could have been due to a badly optimized snapmap map), so I reduced my initial client latency to around 500ms and connected to a more popular official snapmap creation session called "Onslaught" and boom, it ran fine ! :)

We were 3 players (with me being a client) plus the monster waves coming in and everything moved and animated smoothly with the expected interpolated delay...

So it seems that the netcode is not as vulnerable to high latency as it is to low bandwidth, which to me are pretty good news.

I will keep testing this further to gain more data and will update my former and future statements about the netcode accordingly.



Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 14, 2016, 11:27:33 AM
I'm seeing ~32gb in my virtual textures folder.  ~99% downloaded atm. 

I remember reading id tech 6 was supposed to have Voxels too.  I'm wondering if they went back to what worked for Rage so they could do the game vs worry about new tech.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 14, 2016, 11:29:54 AM
It definitely looks like improved Id Tech 5. And I mean, IMPROVED (not yelling :) )
Title: Re: New Doom (2016) Thread
Post by: MrC on May 14, 2016, 12:18:35 PM
Quote from: motorsep on May 14, 2016, 09:47:14 AM
Lol, and who cares about your statements about netcode?!

I care. In fact I think it's great that oneofthe8devilz is passionate about the new Doom netcode and has taken the time to report on his findings. So, thank you oneofthe8devilz, thank you very much!

I've been following this thread for some time now, since it's pretty much monopolized the entire board and have found some of the feedback to be very interesting, especially after watching a no commentary play through for a little bit on the Tube of the You and am looking forward to playing it once the price drops by at least half.

The tech does look impressive, I think this is owed to the influx of engine and tools programmers that the team has seen added in recent years. As for the voxels, I think that was a leftover Carmack experimental goal, since before he left. So it's no surprise that they would keep working with what was left behind as what was a touted as a competitive advantage, working alongside with pretty much industry standard techniques. This of course is not a bad thing as traditionally we've seen the core tech of most id tech engines do one thing really well (the main experimental tech) while everything else was mostly standard at best and/or left up to licensees to add (like performance optimization).
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 14, 2016, 04:00:06 PM
You guys should really try out the SnapMap "Time Out". So far it is my favorite coop gametype variation.

All players start in a safe "main room" with an area in it to deploy "time capsules" as a global timer starts counting down. A teleporter in the room leads to different monster infested rooms that keep spawning stronger and stronger waves of monsters. Upon death those monsters drop time capsules of different size/quality (white, green, blue and red). The players are supposed to kill as many monsters as possible and pick up those different variations of time capsules before the global timer hits zero because by dropping those time capsules in the marked area back in the safe control room, additional time is added to the running global time counter. If the counter reaches zero the game is over and the players have lost. The more time passes the bigger and stronger enemies occur and it gets tougher the longer the match is ongoing. Sometimes the coop players are  teleported into separate rooms and sometimes into the same one.. usually when the global timer hits (runs down to) 20 seconds it is a good idea to look for the exit teleporter back to the safe control room while trying to avoid dying (which results in a drop of all your collected time capsules). It adds a nice risk vs reward element to the gameplay.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 12:52:46 AM
The AR in the game says it fore .50 caliber bullets.  Two things of interest to note with that:
*Guess the future doesn't use the metric system?  :)
*that's one HUGE round to fire full auto!  :)  I don't believe it says .50 BMG but .50 caliber is all ~ the same diameter.  Comparison:
(http://i1373.photobucket.com/albums/ag400/the_happy_friar/Various_Ammunition_V2_by_Souzousha_zpsjpzqaqfg.jpg) (http://s1373.photobucket.com/user/the_happy_friar/media/Various_Ammunition_V2_by_Souzousha_zpsjpzqaqfg.jpg.html)

My SKS fire 7.62x39 (bigger then the NATO 5.56), my .270 hunting rounds are about the size of a .300, just a tad smaller.  The kick from that .270 can hurt.  My .270 can go through 1/4 inch steel like it's not there, so I'd imagine that .50 you're firing should rip a demon/whatever in half in a shot or two.  :)

If the Doom Guy can fire a .50 BMG fully auto and not fly, he should be able to be punched in the head by a rocket and smile at it.

:cyberdemon:

EDIT: I could say that it uses .50 pistol rounds, but the difference between a machinegun & submachine gun is sub's use pistol rounds, and it looks like a rifle round. Plus it ejects from the proper side for a right handed weapon.  Glad to see it's not longer a standard practice to have left handed guns because they look cooler.  :)

EDIT 2: I fought my first HK's today.  He jumped and landed on my running chainsaw.  Not sure if it takes in to account velocity in damage calculations, but he died instantly.  It was awesome.  :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 16, 2016, 07:34:47 AM
Lol, are you trying to find anything you can to nix the game for?
Title: Re: New Doom (2016) Thread
Post by: bitterman on May 16, 2016, 07:59:53 AM
Is SKS an acronym for Samozaryadniy Karabin sistemi Simonova?

If yes, then I'm proud ))
Title: Re: New Doom (2016) Thread
Post by: VGames on May 16, 2016, 08:59:14 AM
Samozaryadnyj Karabin sistemy Simonova

But u were very close. A-

They could be 50cal for sure just not BMG. Probably not the same length. I think the suit does all the work.

Still have not been able to play Doom. Holding out till I get my GPU upgrade. Must play on PC.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 09:11:12 AM
Quote from: motorsep on May 16, 2016, 07:34:47 AM
Lol, are you trying to find anything you can to nix the game for?

No, just paying attention to the details.  The mapping system, images & descriptions in the TAB menu, HUD & mission setup remind me of the Metroid Prime series.  In fact ,I'd say it's like Metroid Prime, but with blood & guts.  Metroid let you explore everything & read about it.  I almost feel like Doom should of done that too, where you could save data from more screens, about dead NPC's, etc.  Metroid Prime also had lots of combat, I'd say as much as this does.  All on a Gamecube!

So fat I've noticed TPS reports (Office Space movie):
http://steamcommunity.com/sharedfiles/filedetails/?id=685128613 (http://steamcommunity.com/sharedfiles/filedetails/?id=685128613)
Dopefish:
http://steamcommunity.com/sharedfiles/filedetails/?id=685496408 (http://steamcommunity.com/sharedfiles/filedetails/?id=685496408)

The .50cal thing just stood out because a) I know the relative size & power of that bullet (I want a .50bmg rifle but they're relatively expensive), & b) Bioshock 2 had a Gatling gun that said it was .50 cal but it would take many shots to take out Splicers.  It should of cut them in two pieces in one or two shots.

Quote from: bitterman on May 16, 2016, 07:59:53 AM
Is SKS an acronym for Samozaryadniy Karabin sistemi Simonova?
If yes, then I'm proud ))

What Vgames said.  :)  I got a 1961 (I believe, could be a little bit off) Chinese SKS:
(http://i1373.photobucket.com/albums/ag400/the_happy_friar/steve%20sks_zpsnro3ype7.jpg)
Title: Re: New Doom (2016) Thread
Post by: VGames on May 16, 2016, 09:35:52 AM
I'm gonna get an SKS one day and turn it into a futuristic looking combat rifle via a nice body kit. Great gun for customizing.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 10:11:19 AM
I want another one to do that too.  Just be aware that since it's an imported rifle there's federal laws saying how much you MUST replace to keep it legal.  A specific # of parts must be made in the USA once you replace one of them with a made in USA part.  Fun legal stuff!  :D  But awesome gun.  I want to put one in D3.  :)
Title: Re: New Doom (2016) Thread
Post by: VGames on May 16, 2016, 10:41:35 AM
Yeah I buy all US parts. But seriously those laws are so not serious in Texas. I know lots of people who have full auto weapons and silencers without having a class 3 gun license like other states require. U just have to register them here in Texas. We really need to become our own country. LOL
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 10:54:34 AM
Speaking of guns, anyone else notice that the shells eject from the RIGHT side of the gun, off screen vs D3 where they eject to the left in the player's view?  Also, how come the pistol ejects shells?  It says it's an energy weapon.  :)  I guess kind of like how in Aliens the weapons used "case less" ammunition but ejected spent casings.  :D

Also, anyone else notice that before you get your suit you can charge the pistol & do power shots?  I want to go back & see if you can do glory kills too.  :)  Those kills reminds me so much of DNF it's scary.  And fun.   O0
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 16, 2016, 11:00:03 AM
I got to shoot .50 weapons and man are these things loud !!!

I think most gamers without actual weapon experience underestimate the punch of a weapon it creates during discharge.

I recall once standing 3 feet next to a guy quick-shooting the entire revolver drum of a .357 magnum in like 3-4 seconds and it felt almost like a barrage of face-slaps from that distance...

Speaking of big guns and calibers in games:

A long time ago (before I actually ported the railgun) I planned to bring this puppy into the game:

(http://www.scared-pixel-studios.com/public/images/mcs/mcs.rir.jpg)

It was supposed to be a 20mm Rapid Intervention Rifle with a rate of fire of around 4 rounds per second (You know... for the real heavy duty clean up work) and to get away with the ridiculous recoil such a gun would create in automatic mode, I planned to come up with some modern 22nd century shock absorber UAC technology myth :)
Title: Re: New Doom (2016) Thread
Post by: VGames on May 16, 2016, 11:15:37 AM
Awesome looking. But my chaingun already has a secondary fire that fills the heavy auto cannon spot. Definitely my kind of gun design though.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 11:24:57 AM
Quote from: oneofthe8devilz on May 16, 2016, 11:00:03 AM
I got to shoot .50 weapons and man are these things loud !!!

A friend of mine fired some in the military. He was telling me if you stood on the front side of the barrel or directly to the side you could go deaf.   :P
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 11:26:35 AM
Get me links to your screens and I'll set them up as the slideshow on my news site.  :)
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 16, 2016, 11:46:41 AM
Take a look at what I just found in the basement...

(http://www.scared-pixel-studios.com/public/images/.50.bmg.jpg)

And actually I am a huge guy with huge hands but that .50 BMG Round still looks BIG in my palm...

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 11:59:31 AM
(http://images.akamai.steamusercontent.com/ugc/264962703183081722/D420B9D33E6A8DE59A1A26481B3F2E1BBE3310E9/) (http://i1373.photobucket.com/albums/ag400/the_happy_friar/9d3520820cd1ebd52d0277a2d1de6601d583806f.jpg__620x350_q85_crop_upscale_zpssf5vee4p.jpg)
Doom 3D map screenshot vs Metroid Prime 3D map screenshot

Metroid Prime HUD
(http://i1373.photobucket.com/albums/ag400/the_happy_friar/49705_MP1_OmegaPirates_zpsd7equkuo.jpg)

I just keep feeling like "man, they got it RIGHT!"  It seems they took all the great parts of famous shooters and put them on top of Doom gameplay.   The battles are fun, monsters are great to fight & vary in styles, big monsters feel big like in D3.  This should be on Wii U with the same control scheme as Metroid Prime for Wii.  Would be amazing.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 16, 2016, 12:14:49 PM
What I really dig are the ambient sounds of the game...


Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 12:39:39 PM
I must admit that I'm dissapointed I can't move all the junk I could in Doom 3.

Also noticed that movable objects don't have their locations saved with the savegames like D3.  Also noticed that the game loads a LOT faster then D3 ever did.  I can load the first level in Doom in ~1/2 the time as Doom 3's first Mars map.  Impressive.  Must do a lot of progressive loading.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 16, 2016, 01:42:58 PM
That's good to hear. Definitely one thing I really hate about Doom 3.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 01:51:42 PM
If it's any consolation, D3 loads ~3x faster then any Source game I've ever used, even currently.  :)
Title: Re: New Doom (2016) Thread
Post by: VGames on May 16, 2016, 02:45:42 PM
Definitely true
Title: Re: New Doom (2016) Thread
Post by: argoon on May 16, 2016, 08:55:46 PM
Quote from: The Happy Friar on May 16, 2016, 12:39:39 PM
I must admit that I'm dissapointed I can't move all the junk I could in Doom 3.

Also noticed that movable objects don't have their locations saved with the savegames like D3.  Also noticed that the game loads a LOT faster then D3 ever did.  I can load the first level in Doom in ~1/2 the time as Doom 3's first Mars map.  Impressive.  Must do a lot of progressive loading.

I bet some of that is because they use binary assets for everything like on idtech 5. 

Btw I've seam to read somewhere that Doom 4 has no Megatextures but that is not true it has virtual textures that afaik is essentially the same thing just with a different name, that explains the 50+GB required space, perhaps they decided to change the name because of the bad rep that Megatextures add. 
Why don't we see texture popping?  Perhaps because before, Megatextures run on software (on AMD) and got accelerated on Nvidia by using Cuda, now on OpenGL 4.x they are accelerated by hardware on both AMD and Nvidia cards by using the GPU's "Tiled Resources" feature. 

Sparse Virtual Textures/ (http://silverspaceship.com/src/svt/)

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 16, 2016, 11:52:22 PM
I see texture popping when I play.  I am guessing though they've improved the tech since Rage.
Title: Re: New Doom (2016) Thread
Post by: trebor on May 17, 2016, 04:12:48 AM
Friar you should try the D3 BFG edition. Loading times were reduced from 20 seconds to 3 in id tech 5 with the help of the binary formats.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 17, 2016, 06:14:00 AM
The Lobby System ain't working so well for SnapMap... For every new SnapMap creation that I would like to give a try in multiplayer I end up having to invite manually friends from the friendlist.

There doesn't seem to be a convenient way to see which SnapMaps are being played/hosted by the majority of players at the very moment.

You can go to "Popular Maps" or "Most Played Maps" but that is no guarantee that the maps shown there are currently being played/hosted.

First Game Review Rating Sum Up:

Steam:
92% Positive (8,200 reviews)
8%   Negative (642 reviews)

Metacritic:
PC   = 77 / 100 (  5 critics)
PS4 = 80 / 100 (19 critics)
XB1 = 86 / 100 (  3 critics)

Amazon:
PC   = 3.4 / 5 (52 reviews)
PS4 = 4.4 / 5 (98 reviews)
XB1 = 4.4 / 5 (49 reviews)



Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 18, 2016, 10:51:48 AM
Quote from: trebor on May 17, 2016, 04:12:48 AM
Friar you should try the D3 BFG edition. Loading times were reduced from 20 seconds to 3 in id tech 5 with the help of the binary formats.

I've thought about it, but I just have a really hard time buying the BFG edition when it doesn't offer anything I want compared to the old one, except something like faster load & fps (which FPS isn't an issue any more on my "new" rig). To me it would be like buying a new car because it gets a couple more MPG, and that's it. 

On the new Doom... wish the shotty fired faster.  My only disappointment so far with the weapons.  I know the original Doom fired faster and that was pretty fun, I'd use it like a drum to keep me moving.  This one's just a tad slower.  :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 18, 2016, 10:55:29 AM
@THF: too many complains  ::) Have you tried SnapMap yet ?
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 18, 2016, 12:31:52 PM
Quote from: motorsep on May 18, 2016, 10:55:29 AM
@THF: too many complains  ::) Have you tried SnapMap yet ?

Nope, enjoying the SP campaign right now.  I'm trying to find all the secrets.
Title: Re: New Doom (2016) Thread
Post by: trebor on May 19, 2016, 04:50:28 AM
Some details about the tech:
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 19, 2016, 08:36:48 AM
Anyone else experiencing the lack of PlayerShadows ?

As you can see I have the setting ticked/checked but still my player doesn't cast any shadows  ???

(http://www.scared-pixel-studios.com/public/images/Doom.2016/Doom.2016.no.player.shadow.jpg)

With Tiago Sousa joining id software I was hoping to see cryengine-esque shadow-shading/filtering techniques in Doom 2016...

(http://www.scared-pixel-studios.com/public/images/Doom.2016/random_shadow.jpg)

...unfortunately I find the shadowmap filtering to be one of the weaker features of the new idtech 6 engine.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 19, 2016, 09:11:55 AM
It's probably to keep the 60fps while all the chaos is going on. I'm sure it can be ramped up if a game using the idtech6 engine wasn't as action packed as Doom.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 19, 2016, 10:23:03 AM
Quote from: trebor on May 19, 2016, 04:50:28 AM
Some details about the tech:


Tiago just tweeted that id tech 6 is a hybrid forward/deferred rendering engine.
Title: Re: New Doom (2016) Thread
Post by: bkt on May 19, 2016, 10:41:34 AM
Quote from: oneofthe8devilz on May 19, 2016, 08:36:48 AM
Anyone else experiencing the lack of PlayerShadows ?

As you can see I have the setting ticked/checked but still my player doesn't cast any shadows  ???

(http://www.scared-pixel-studios.com/public/images/Doom.2016/Doom.2016.no.player.shadow.jpg)

With Tiago Sousa joining id software I was hoping to see cryengine-esque shadow-shading/filtering techniques in Doom 2016...

(http://www.scared-pixel-studios.com/public/images/Doom.2016/random_shadow.jpg)

...unfortunately I find the shadowmap filtering to be one of the weaker features of the new idtech 6 engine.
I'm pretty sure the self shadowing refers to the players weapon models, not the player's model casting a shadow on the environment.

Also, I'm not sure what you're expecting from shadowmaps, because the shadows in the game (especially on higher settings) look great.  Digital Foundry's take on the shadows lines up with what I've seen in game as opposed to them being disappointing.

Overall I don't agree with much of what you've said about the game thus far, it doesn't at all line up with what I've experienced.  The campaign looks great and plays really well.  There's a tonne of fantastic level design on show and I'm already looking forward to my 2nd playthrough.

Different strokes for different folks, that's for sure, but dang, I just dunno what you were expecting.  It's a shame this thread got derailed so hard, I was looking forward to chatting about the new game here.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 19, 2016, 11:27:09 AM
Please no spoilers. I still haven't played the game yet.

Soon...  >:D
Title: Re: New Doom (2016) Thread
Post by: bkt on May 19, 2016, 11:30:10 AM
Quote from: VGames on May 19, 2016, 11:27:09 AM
Please no spoilers. I still haven't played the game yet.

Soon...  >:D
Fair call.  I'll be sure to keep anything general and ambiguous :)
Title: Re: New Doom (2016) Thread
Post by: VGames on May 19, 2016, 11:46:56 AM
Thanks.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 19, 2016, 12:39:35 PM
Quote from: VGames on May 19, 2016, 11:27:09 AM
Please no spoilers. I still haven't played the game yet.
Soon...  >:D

Well, it's called "Doom" and you're the "Doom Guy" and you fight against "Hell".

Spoiled the whole game for ya right there.  :D
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 19, 2016, 12:52:02 PM
Quote from: bkt on May 19, 2016, 10:41:34 AM

Also, I'm not sure what you're expecting from shadowmaps, because the shadows in the game (especially on higher settings) look great.  Digital Foundry's take on the shadows lines up with what I've seen in game as opposed to them being disappointing.

Overall I don't agree with much of what you've said about the game thus far, it doesn't at all line up with what I've experienced.  The campaign looks great and plays really well.  There's a tonne of fantastic level design on show and I'm already looking forward to my 2nd playthrough.

Different strokes for different folks, that's for sure, but dang, I just dunno what you were expecting.  It's a shame this thread got derailed so hard, I was looking forward to chatting about the new game here.

I am glad you enjoy it so much and overall reviews show that you are by far not alone...

Since we are supposed to discuss our opinions here, let me try and throw in some quotes that I'd personally agree with about why the game doesn't have me super impressed without spoiling any of the story...

QuoteIt runs really smoothly, is very well optimized and plays just fine.
It has good fast paced action, quick movement, no reloading, etc so there are no full stops or anything during combat. But at the same time there is nothing about it that really stands out, it just feels... generic. The enemies, the environments, the story/background fluff, all of it is just so average.
Not terrible, but not quite good either. It wasn't a very memorable experience for me.

QuoteIn previous Doom games you weren't always in battle. In the new one you go from one fighting arena to the next. Once "arena battle mode" has been triggered you've got to fight! It only opens it's doors and lets you proceed if you've killed ALL current and future spawning in enemies of that arena. In the previous games you could just avoid parts of a level and backtrack in peace to have look around at the level's design.

QuoteAt its worst, Doom is a repetitive series of enclosed rooms filled with demons, all of which you must kill to advance, complemented by a derivative and poorly thought-out multiplayer mode

Anyone care to discuss those points ?

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 19, 2016, 01:25:23 PM
Sure.

I admit it's got all the "bullet points" that game dev's want to talk about today & say they have, but the gunplay is far more fun then other shooters I've played in the past several years.   The gunplay reminds me of RAGE, which was it's strongest point imho.  I'm having more fun PLAYING Doom then I did Wolf:TNO, even though TNO had a "better" story, more NPC's, all that stuff.   I (so far) had more fun WATCHING TNO then playing Doom, but I want to play my game, not watch (for comparison, HL2, to me, was the worst SP experience I've ever had).  I'm talking SP here, not MP.  I would of preferred a Doom-Quake-Quake 2 style MP vs more Q3A-but-newer stuff.  Didn't thrill me for Quake 4, doesn't thrill me now.

It seems to combine the "battle area" of a game like Shadow Warrior (new one) & does have the find-the-key & monsters spawning in while wandering around of Doom 1/2.  It also seems that once you do take everyone out you can wander around pretty freely.  This does remind me more of Metroid Prime vs PC shooters, in where you'd enter an area, once you do something be locked down until you clear it out, then doors open.  However, in MP after you clear it out & open the doors, monsters would be back there when you re-entered again.   Would be nice to have random monsters roaming around that are respawned, ala Bioshock, would make it feel more alive.  But Doom never did that, Doom had the "kill everyone for the 100% at the end".  This does that too, instead of just a 100% you get a weapon upgrade token.

Replaying Doom 2 for a bit last night I do notice the contrast: at least in the first several maps of D2 (as far as I played) it's near constant battle from right after you spawn right to the exit. 

Story, I don't mind the lack of it.  To me, Doom/Quake/Quake 2's "you're the last one alive, time to be a badass!" is good enough reason for me to play.  Even the COD games fell down this road: sure there's a "story" but once it got past MW1 or 2 where you were part of a military unit fighting together, it became "time to be a badass!".

For level design, I realized last night that Doom DOES go back to Doom1/2 level design.  It's got the perilous walkways, "jumping" from one place to another, switches, key's, locked doors, rooms that do nothing but give you some ammo/armour/etc.

So I'm liking it. It does remind me of Doom 1/2.  To me, it's the best sequel of a game from my childhood along with DNF.  The difference is DNF isn't PC enough for general audiences any more (but did play like DN3D & was almost a direct sequel) where as Doom toned some things down since '94 as not to piss people off (it seems).  DNF pushed the "appropriate?" envelope while Doom didn't.  Which is fine, Doom does what Doom in 1994 did, there's just a lot more out there now to compare it to.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 19, 2016, 01:57:56 PM
When u explain it like that it sounds perfect.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 19, 2016, 02:12:19 PM
When I come to think about it, there seem basically to be two "factions" of people reviewing the new Doom on steam (over-simplified)...

The ones that embraced the horror-story-based-approach of Doom3 and the ones that didn't...

I personally enjoyed the way Doom3 did the storytelling, leaving it up to the player to take on the campaign at your own pace. Now don't get me wrong, I really enjoy arena style PVE combat with spawning in enemies just as much as the next guy, pushing the player constantly to the limit and I have been implementing it as a key multiplayer coop gameplay accessory in my mods back since 2007 (demonwars) but I most definitely don't want it in my story campaign mode...

Once "the fight is on" in the new Doom's campaign, you totally absolutely have to go and stop any demon's heart from beating inside the sealed off area or you'll get wiped out... There is no retreat... No coming back later at a more opportune time... there also doesn't seem to be any kind of enjoyable way of AI luring and taking it out in due time/place...
Title: Re: New Doom (2016) Thread
Post by: VGames on May 19, 2016, 05:11:16 PM
That's how I play Doom 1 and 2 though. Even Brutal Doom. I load up in between fights and when I get into it with a horde I fight until I'm dead or they're dead. If I die I load up my saved game, get more ammo and armor and health and do it again. It's how I've always played. Stubborn to some I'm sure but it's the best way to play for me. All or nothing. Pure adrenaline. Could never do this with Doom 3. Not enough going on. Love Doom 3 but this new Doom will allow me to do what I've been doing with Doom 1 and 2 for decades.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 19, 2016, 09:34:52 PM
I didn't like Doom 3's SP.  Well, I didn't like how id did it, I wanted something more like Doom 1/2.  D3's gameplay wasn't something for me.  I knew that going in and I gave it a chance.  So I'm not saying it's a bad game, I'm saying I didn't like it.  Before the new Doom came out the closest thing to Doom 1/2, that I have played, is the first Halo.  I had the same feeling as playing Doom 1/2.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 19, 2016, 11:05:40 PM
Hopefully PD3 made Doom 3's gameplay better.  :P
Title: Re: New Doom (2016) Thread
Post by: trebor on May 20, 2016, 04:42:37 AM
My first impressions with Doom was ... and that's it? I prefer a story telling shooter which really sucks me into another world where I can explore and discover an exciting adventure and relax from my daily routines.
Doom is a game that wants to be a game and it is like Q3A as single player and it also reminds me a lot of Quake 1.
I think Wolfenstein TNO is the best shooter in over a decade. Doom is good and I love the graphics but the absense of story is a bit weak IMHO.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 20, 2016, 06:48:58 AM
Quote from: trebor on May 20, 2016, 04:42:37 AM
Doom is a game that wants to be a game and it is like Q3A as single player and it also reminds me a lot of Quake 1.

Isn't that a contradiction?  :)  Q3A has as much to do with Q1 as water to oil.  :D
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 20, 2016, 07:06:09 AM
I opened Doom from Steam and now it says I'm in Dev mode again.  :( 
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 20, 2016, 08:07:04 AM
I re-validated my files (again) and now it's not in dev mode.  Something must be corrupting one of the game files & it puts it in dev mode then.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 20, 2016, 09:55:22 AM
I actually like story driven games too, but Doom is an exception :)

Also, I wonder if someone can make a story driven (as much as engine allows it) campaign using SnapMap ?
Title: Re: New Doom (2016) Thread
Post by: VGames on May 20, 2016, 10:16:52 AM
The story is too simple to draw out. No need for it.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 20, 2016, 10:50:30 AM
Quote from: VGames on May 20, 2016, 10:16:52 AM
The story is too simple to draw out. No need for it.

If you played Doom 3 and paid attention to details, there is a lot that can be made with the lore. Just need a good writer and a year or two to flesh everything out and make it more or less logically connected. ID Software never did that kind of work. If you watch a video for Deus Ex HR, you'll see that it took them more time for pre-production than for production. The end result was amazing.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 20, 2016, 11:20:37 AM
Lore makes things to serious. Doom should never be taken to serious. It comes off as a bit corny. Doom 3 had moments like that. Unnecessary depth and characters that just died anyways.

If I ever made a game Id stay as far away from lore as possible. Because then u get nerds who take it too seriously breathing down your neck when u try to add to the story and it doesn't add up for them.

Gameplay is all u need. From what I've read Doom has that in spades.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 20, 2016, 11:31:30 AM
To each his own - I enjoyed new Wolfs immensely because of nicely developed lore and characters. Not to says I don't enjoy new Doom, but they should let another studio make a Doom game that has that deep lore and character development.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 20, 2016, 12:09:05 PM
Since there seems to be some confusion about what I meant with "not being impressed" by Doom 2016's visuals...

This game here released today (just a week after Doom) using the "Cryengine" and I recorded some quick clientside co-op gameplay.

IMO it technically wipes the floor with the Doom 2016 visuals in terms of realtime calculated graphical output and fidelity. From the shading of the effects, over to the filtering of the shadows, down to the way that huge co-op suburban area is being spammed with omnidirectional shadowcasting pointlights (down to the "glow-sticks" that also cast shadows).

And while my already quite dated hardware isn't always up to the task of running this at 60+ FPS on ultra settings with everything maxed out, I could always reduce the settings in case high FPS were a priority to me. Also I think people should stop expecting major graphical progress without having to invest into new hardware, providing the required horsepower to shade new next-gen environments.

To me this game looks better clientside in co-op mode than Doom 2016 in Singleplayer (let alone in clientside co-op SnapMap mode, which limits the graphical possibilities quite a bit more compared to the Singleplayer).

And while Doom 2016 gets all the praise and hype in the reviews for its graphics, this game here gets literally torn apart by pretty much all the "critics" online...

Well, public game reviews stopped making sense to me quite some time ago "sigh"  ::) ...

Title: Re: New Doom (2016) Thread
Post by: VGames on May 20, 2016, 12:51:41 PM
Can u go back and play previous maps with the upgrades u gained in the maps that came after?
Title: Re: New Doom (2016) Thread
Post by: VGames on May 20, 2016, 09:36:29 PM
Speed run:

http://www.pcgamer.com/doom-beaten-in-90-minutes-in-nightmare-mode/?utm_source=zergnet.com&utm_medium=referral&utm_campaign=zergnet_1038198#article-comments
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 20, 2016, 09:55:27 PM
Quote from: motorsep on May 20, 2016, 11:31:30 AM
To each his own - I enjoyed new Wolfs immensely because of nicely developed lore and characters. Not to says I don't enjoy new Doom, but they should let another studio make a Doom game that has that deep lore and character development.

If they had more stuff you could read about, but not required to do, that would be very very cool.  Stuff to fill your reading when you want to take a break. 

After playing Doom some more and watching my son play, I'd say it & Wolf:TNO have near identical gameplay.  In Doom you have the gore thinggies you must destroy, in Wolf they lock a door and you must wipe out the AI that spawned in before you can continue.  Exact same gameplay, just Wolf threw in a Polish girl for you where as Doom has a girl that looks like a robot.  :)
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 20, 2016, 09:56:15 PM
Quote from: VGames on May 20, 2016, 12:51:41 PM
Can u go back and play previous maps with the upgrades u gained in the maps that came after?

You can go back and replay maps & find secrets (and play the classic maps you find) but I don't want to possible loose my progress by seeing if I keep all my gear when I replay. 
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 20, 2016, 11:49:26 PM
Two fun screens. One is someone thought they should stack pop on top of noodles in the middle if an invasion, and the other is to show that even in the future, corp's cover their butts (imagine the death & dismemberment payouts from this base!  :D )
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 21, 2016, 08:28:07 AM
Quote from: VGames on May 20, 2016, 12:51:41 PM
Can u go back and play previous maps with the upgrades u gained in the maps that came after?

I finished a map last night so I tried and yes, you keep everything you have when you go back to a previously completed map.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 21, 2016, 03:53:28 PM
Didn't I say this game was perfect already?
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 22, 2016, 08:13:27 PM
Game crash and corrupted my save files. All my progress now lost.  No more stats for the missions I've done. 
:flamethrower:

~8 hours of gameplay, poof, gone.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 22, 2016, 08:31:09 PM
That sucks. Anybody else have this problem?
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 23, 2016, 07:48:57 AM
Lots of people from reading the Steam & Bethesda forums.  The only comment Bethesda has said is that it's because people use the console, but me (and lots of others) got this and never loaded up the console.

It's the downside to the game.  Every time I get the "cheater" warning I validate my files and Steam says one is bad & needs redownloading, so I'm thinking it's an anti-cheat thing: checksum of the files doesn't match what they should be = cheater.  The issue is that once you play a SP game or make a Snapmap with the "developer mode" active, you can never un-developer mode it.  So you can no longer get achievements, can't post that snapmap, etc.  :(
Title: Re: New Doom (2016) Thread
Post by: VGames on May 23, 2016, 08:36:48 AM
Wow not good. I'm sure they'll fix this. Hopefully by the time i get it.
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 23, 2016, 09:23:14 AM
Perhaps HDD issue? Or Windows 10 issue? I am on Win 7 and haven't had any issues whatsoever (keeping fingers crossed).
Title: Re: New Doom (2016) Thread
Post by: VGames on May 23, 2016, 09:50:21 AM
Hope so. I'm using win 7 too.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 23, 2016, 09:57:00 AM
Quote from: motorsep on May 23, 2016, 09:23:14 AM
Perhaps HDD issue? Or Windows 10 issue? I am on Win 7 and haven't had any issues whatsoever (keeping fingers crossed).

There doesn't seem to be anything common across the people who reported it.  Once I re-verified my files I never had an issue from the second day I started playing until yesterday.  Of course nobody posts their system specs any more so who knows.  :)  Bethesda doesn't seem to interesting in responding to people with the issue to try to figure it out & there's no way to get a crash log as far as anyone has been told. 

Could be because of the streaming loading: files are being read more often so when something goes wrong it can get worse.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 23, 2016, 10:28:28 AM
Looks like I'll be playing single player until I beat the game before goin online.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 24, 2016, 01:45:05 PM
100,000 Revenants - A Doom 4 SnapMap Map Time Lapse

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 25, 2016, 12:28:11 PM
Farmville style snapmap:
http://www.gamesradar.com/wait-doom-has-a-farming-simulator/?utm_content=buffer75901&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

I haven't done more then load it up, but it seems as versatile (or almost as so) as Super Mario Maker.
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 26, 2016, 01:31:54 PM
Just finished detoxing this thread...

BloodRayne should do the same to the "Growing the community" thread... and in case he isn't active anymore perhaps Friar should perform that task or assign a neutral moderator.
Title: Re: New Doom (2016) Thread
Post by: VGames on May 26, 2016, 01:48:33 PM
Already asked Friar if I could take up that responsibility. I think I'm here more then most.
Title: Re: New Doom (2016) Thread
Post by: bkt on May 30, 2016, 03:03:09 PM
Quote from: oneofthe8devilz on May 26, 2016, 01:31:54 PM
Just finished detoxing this thread...

BloodRayne should do the same to the "Growing the community" thread... and in case he isn't active anymore perhaps Friar should perform that task or assign a neutral moderator.
To be blunt, some of the comments made in the 'argument' that was removed were not the kind one would expect from a forum moderator.  In any case, I'm glad that saga appears to be over, as it'd be good to get back to discussing the game.

Back on topic:

Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on May 30, 2016, 06:14:25 PM
Quote from: bkt on May 30, 2016, 03:03:09 PM
To be blunt, some of the comments made in the 'argument' that was removed were not the kind one would expect from a forum moderator.

Why do I get the feeling some people think I would be interested in being a moderator ?

Now when asking Friar to assign a neutral moderator it would make little to no sense to suggest myself (or anyone else involved in the recent clashes for that matter) for that position, would it ?

Quote from: bkt on May 30, 2016, 03:03:09 PM
In any case, I'm glad that saga appears to be over, as it'd be good to get back to discussing the game.

I'd say let's not start sucking each others dicks just yet, as painful experience taught me that the person in question is very likely (http://idtechforums.fuzzylogicinc.com/index.php?topic=434.msg4859#msg4859) to return to old habits/behavior quite soon and therefore future clashes are going to be inevitable... thus the need for a neutral moderator to clean up afterwards... 
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 30, 2016, 10:51:30 PM
I finally finished Doom. Put in 23 hrs on the first playthrough (and still didn't find all secrets or mastered weapons I wanted to master). Super fun in general, but boss battles are sort of grindy. Certainly an areas they need to improve in the future (probably majority of games need to improve boss battles).

Really like new lore/backstory. They should make TV series out if it (without substituting Hell for virus/mutations) :)

Hopefully SP DLCs will come in droves (although highly unlikely) as I really want more of that SP action but in picturesque Hell!

As for idTech 6, I think ID yet again raised quality/performance bar, thanks to new crew and new lead rendering programmer. The game ran smooth on my ancient PC and only slowed down during massive battles (oddly enough a few times it didn't). It was definitely bus/CPU related (AI/collisions most likely).

Tried SnapMap. Controls are awful (probably aimed at console users), layout is 2D (can't stack rooms). I am guessing could be fun due to scripted events and combat situations, and will keep console users busy. Not sure if folks who modded Doom/Quake/Doom3 will like it for long (I haven't really dug into it, so maybe I am missing the depth of SnapMap). Also I don't think it's possible to make a campaign our of several maps.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 30, 2016, 11:20:49 PM
Quote from: motorsep on May 30, 2016, 10:51:30 PM
I finally finished Doom. Put in 23 hrs on the first playthrough (and still didn't find all secrets or mastered weapons I wanted to master). Super fun in general, but boss battles are sort of grindy. Certainly an areas they need to improve in the future (probably majority of games need to improve boss battles).

I'm currently in the destroyed Argent Tower map.  I don't remember any boss battles specifically, are there some up to that point or do they come after?

I felt the Sanctuary Hell map really stepped up the combat intensity.  It's also the first time I've seen demons attacking each other.  Either I never noticed it in the UAC maps or they were to small of areas to let it happen.  Watching a dozen imps vs a Barron or a group of Revenent's vs a Manucubus was pretty neat.

And that new chaingun is awesome.  Just wish it held more ammo, my 210 rounds isn't much.  :)
Title: Re: New Doom (2016) Thread
Post by: motorsep on May 30, 2016, 11:39:18 PM
Quote from: The Happy Friar on May 30, 2016, 11:20:49 PM
I'm currently in the destroyed Argent Tower map.  I don't remember any boss battles specifically, are there some up to that point or do they come after?

After. I think they are all at the end, almost one after another.

Quote from: The Happy Friar on May 30, 2016, 11:20:49 PM
And that new chaingun is awesome.  Just wish it held more ammo, my 210 rounds isn't much.  :)

Did you already mod it with all mods ? It's quite deadly when fully modded and mastered (not the turret, but regular mods), even with 210 ammo.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on May 31, 2016, 07:35:07 AM
Quote from: motorsep on May 30, 2016, 11:39:18 PM
Did you already mod it with all mods ? It's quite deadly when fully modded and mastered (not the turret, but regular mods), even with 210 ammo.

No, not yet.  I got the turret mod & am upgrading that one.  With a Quad it makes quick work of a Baron of Hell.  Pretty awesome!
Save
Title: Re: New Doom (2016) Thread
Post by: oneofthe8devilz on June 01, 2016, 10:48:03 AM
DOOM OST Easter Egg - "Cyberdemon" Spectrograph Pentagrams and "666"

Confirming imagery in the Spectral Frequency Display of Audition.

Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on June 01, 2016, 11:57:23 AM
now that's one easter egg that they went out of their way to create & hide.  :)
Title: Re: New Doom (2016) Thread
Post by: EoceneMiacid on June 01, 2016, 07:05:46 PM
Went into the store today and took a good, hard look at a copy of Doom. I'd love to buy it, I've already watched several HD playthroughs of the game and just about every aspect - or at least, most - blows me away. The single player campaign, at least, is something I want to have experienced for myself. Some day.

The problem is, my PC won't cut it. I've got a Lenovo laptop with Intel Haswell chipset, i5 with 8Gb RAM. I'm pretty satisfied with the gaming performance of the thing, but running the New Doom won't be a pleasant experience, and if I get to play it, I want to play it the way it was intended.

And even if it could handle it, it's a Windows-only game. What's especially frustrating is that making it work on Linux or Mac shouldn't take a lot of work (because it uses OpenGL). The beta apparently ran flawlessly out of the proverbial box in Wine without any performance penalty whatsoever, but the final release doesn't because of the DRM :/
It seems the Wine development team is hard at work to rectify the situation, since the latest release already implented a partial fix for some of the DRM issues. So, even if Bethesda may never bother to produce a Linux/Mac port, we still should be able to play the game, someday.

What also bothers me is that it isn't a born-and-bred computer game anymore, but rather a DRM-heavy, Steam-requiring, lowest-common-denominator multiplatform title, and that modding and properly mapping for it is not possible (at the moment, at least). That's what gave the previous Doom games their incredible life span, and the reason why this forum exists :)

Snapmap doesn't look like it'll hold my interest for long, neither does the multiplayer.
So, I'll probably wait for a bit and wait until it comes down in price. Maybe I'll have a better computer by then. If not, I'll probably still buy it, only to own those sweet, sweet assets :)
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on June 01, 2016, 09:14:21 PM
Well, technically, Doom when released, had no map/mod support.  Players had to make the tools first, until id release a map & wad editor.  I didn't even know they release their own stuff until after Quake was released.  so, in a way, it's back to 1993 with mod/map support, except now they have a built in map editor (which seems more popular then any recent id game's mapping scene).
Title: Re: New Doom (2016) Thread
Post by: EoceneMiacid on June 02, 2016, 05:34:30 AM
Quote from: The Happy Friar on June 01, 2016, 09:14:21 PM
Well, technically, Doom when released, had no map/mod support.  Players had to make the tools first, until id release a map & wad editor.  I didn't even know they release their own stuff until after Quake was released.  so, in a way, it's back to 1993 with mod/map support, except now they have a built in map editor (which seems more popular then any recent id game's mapping scene).

Well of course, since it's modern tech, and easily accessible to everyone.
But gluing prefab rooms together along with some room to tweak the game logic won't stretch the game's lifespan for very long.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on June 02, 2016, 07:47:51 AM
It's MP lifespan is already longer then Rage & definitely longer then Wolf TNO.  :)

I'm seeing some really neat stuff done with the limitations of snapmap.  I don't want to get involved until I'm done with the SP campaign because I'm afraid I'd rather do that vs SP.
Title: Re: New Doom (2016) Thread
Post by: VGames on June 02, 2016, 12:35:00 PM
Linux got ya down?  :P

Can't wait to get into all of it. The SP, the MP, SnapMap. I'm so freaking excited.
Title: Re: New Doom (2016) Thread
Post by: VGames on June 09, 2016, 02:30:18 PM
http://www.eurogamer.net/articles/2016-06-09-id-takes-back-control-of-doom-broken-multiplayer-on-pc

id's working on multiplayer now.
Title: Re: New Doom (2016) Thread
Post by: motorsep on June 09, 2016, 03:14:30 PM
Looking forward E3 announcement. Hopefully they would add ability to stack modules in SnapMap and allow for custom content.
Title: Re: New Doom (2016) Thread
Post by: VGames on June 09, 2016, 03:25:32 PM
Heck yeah. And also add bot support. Would be good for MP training and custom SP maps where you may want to have a squad follow you around.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on June 09, 2016, 09:01:18 PM
Quote from: motorsep on June 09, 2016, 03:14:30 PM
Looking forward E3 announcement. Hopefully they would add ability to stack modules in SnapMap and allow for custom content.

The way Nintendo handled mario maker would be idea: as you use the existing content, it unlocks new content, so you're not hit with everything at once.

Although, imho, they're playing "oh crap, we ignored the complainers and they were the majority!" with a lot of what they're talking about.  Three beta periods, lots of the same complaints, and a month+ after release they're acting like they planned on doing this all along.  :(
Title: Re: New Doom (2016) Thread
Post by: VGames on June 10, 2016, 11:43:44 AM
Update rolling out:

https://community.bethesda.net/thread/23941
Title: Re: New Doom (2016) Thread
Post by: motorsep on June 10, 2016, 11:59:21 AM
I am hoping that "Added Photo Mode for taking in-game screenshots" is what I proposed to ID yesterday (capturing stereo panoramas for VR)  ;)

Also nice to see SnapMap being develop further. It seems making missions for new DOOM is becoming more and more attractive than modding Doom 3  :D
Title: Re: New Doom (2016) Thread
Post by: VGames on June 10, 2016, 12:57:08 PM
Probably a lot easier. Haven't tried it yet. Still campaigning. So fun.
Title: Re: New Doom (2016) Thread
Post by: The Happy Friar on June 10, 2016, 03:40:01 PM
Nice to see that acknowledge the dev mode bug now.  It's only been a month since release. :)

IMHO they shouldn't do "weapon rebalancing".  They had 3 beta's &, if id remembers anything from previous games, the ability for the server admin to customize weapon/powerup settings has always been a plus.  BUT... they seem to want to not let anyone else touch their server stuff except for them. :( 

I've read on the steam forums that this game won't work unless you're online.  Anyone experienced that?  I just read today.  Has to do with the DRM I guess. Maybe this weekend I'll give running it a shot with steam in offline mode & disconnecting my internet while steam is open.
Title: Re: New Doom (2016) Thread
Post by: VGames on June 10, 2016, 03:55:10 PM
I haven't heard that. I know you have to be online for MP and Snapmap but that's it. I'll try it too.
Title: Re: New Doom (2016) Thread
Post by: VGames on June 13, 2016, 10:26:19 AM
Multiplayer Free update will Solve several problems players were not comfy about, Including the Followings :
•Multiplayer will feature New free modes Such as Capture the Flag, Free-For-All ... etc
•Traditional Multiplayer Server browser will be brought back, And Bots aswell .

SnapMap Is also getting Free updates which will change the Followings :
•SnapMap will be able to create Real Singleplayer experiences, players will be able turn off loadouts and bring back the old Weapons wheel .
•New Hell Prefabs/Modules to allow players to create Real Hell SnapMaps .
•Improvements and New objects .
•Skybox Windows

VR Support will be a thing, Marty Stratton announced that Doom can be experienced on Virtual Reality using HTC Vive in 2017, Soon players can live the action like never Before .

Additionally players will be able to buy the New Multiplayer DLC titled "UNTO THE EVIL", Which will feature New Multiplayer Maps, Modes ... etc
Title: Re: New Doom (2016) Thread
Post by: VGames on June 13, 2016, 10:26:32 AM
Bots!!!!
Title: Re: New Doom (2016) Thread
Post by: motorsep on June 13, 2016, 11:14:32 AM
Sounds awesome, but ... no single player expansion pack ?! :/
Title: Re: New Doom (2016) Thread
Post by: VGames on June 13, 2016, 12:12:49 PM
Give it time. In the mean time we can make our own map packs.
Title: Re: New Doom (2016) Thread
Post by: VGames on June 25, 2016, 07:49:44 PM
Beat it and almost 100% everything. Best game ever!