surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
the reason they arent scattering it around the level as much is that they want players to be able to go "i need health or ammo, and one way to get it is to fucking MURDER something" rather than just thinking "o i need to run away and find a fkin medkit b o y s"
B O Y S
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
Yeah the kills don't bother me as much as I thought they would
They're fast enough that I don't feel like I'm sitting through them, and they encourage the player to get all up in a demon's facehole to get more health/ammo, instead of running away plinking at it from a safe distance
Basically, ID's put exact recreations of the original DOOM levels in every mission as secret areas, complete with the original texturing, music, lack of shadowing, and low-ass polycount. If you're into that sort of thing.
Oh, and once you find one, you can play it straight out of the menu later.
Except the original Doom did have shadowing.
Stripping out all of the lighting makes it look like shit.
Doom had shadows if the wad makers were any good, but shadows were just defined sections of a level that was darker than the rest, from light level 0 to 255. ;-)
...Huh, that's a e-mail I was surprised to get this morning.
You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.
The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.
There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch.
To all of our backers: your support has been incredible and valuable. We will, of course, honor backer achievements in the next campaign (and an extra something for those of you who continue to support us in the next campaign).
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
...Huh, that's a e-mail I was surprised to get this morning.
You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.
The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.
There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch.
To all of our backers: your support has been incredible and valuable. We will, of course, honor backer achievements in the next campaign (and an extra something for those of you who continue to support us in the next campaign).
This seems like a good move for them. As someone else mentioned, zero gameplay sets a lot of alarm bells ringing for folks.
Yo, that single player gameplay looks so much better than the multiplayer
Like to an almost absurd degree
What happened with that, was it just a complete afterthought they farmed out? I guess it must have been
Multi was developed by an entirely different developer, yes.
You'd think they would have sent over some footage of their single player and gone "make it feel like THIS"
Because hoo boy, those could not look more different
That's kind of a shame, considering how insanely customizable and crazy that first Doom's multiplayer got. But we live in a different time now, I guess
How do you do that though, outside of making a co-op campaign*?
In my own memory, a lot of Doom mulitplayer was just dropping human players into the existing campaign levels, with very little (or no adjustment) made for multiplayer.
*Which is a good idea--why isn't there a co-op campaign option if there isn't?
...Huh, that's a e-mail I was surprised to get this morning.
You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.
The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.
There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch.
To all of our backers: your support has been incredible and valuable. We will, of course, honor backer achievements in the next campaign (and an extra something for those of you who continue to support us in the next campaign).
This seems like a good move for them. As someone else mentioned, zero gameplay sets a lot of alarm bells ringing for folks.
I honestly don't know how they started the campaign without gameplay footage in the first place. This whole campaign doesn't inspire confidence so far.
...Huh, that's a e-mail I was surprised to get this morning.
You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.
The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.
There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch.
To all of our backers: your support has been incredible and valuable. We will, of course, honor backer achievements in the next campaign (and an extra something for those of you who continue to support us in the next campaign).
While this is a cool move, the cynic in me says they were getting nervous about the dropoff in backers. At the rate they were going, they would have been lucky to barely make the goal, let alone any stretch goals.
...Huh, that's a e-mail I was surprised to get this morning.
You asked for it, and you’re getting it: a gameplay demo of BLACKROOM.
The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make BLACKROOM truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.
There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for BLACKROOM to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. We know you do, too. Thanks to your feedback, we know we should have included it at launch.
To all of our backers: your support has been incredible and valuable. We will, of course, honor backer achievements in the next campaign (and an extra something for those of you who continue to support us in the next campaign).
While this is a cool move, the cynic in me says they were getting nervous about the dropoff in backers. At the rate they were going, they would have been lucky to barely make the goal, let alone any stretch goals.
I fail to see what's cynical about that. Their offering wasn't good enough, so they decided to improve it and try again.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Yeah you aren't going to get anything but an attaboy from me if you don't have any gameplay to at least show off.
Ok, Ok, so I watched that single player. A few things.
If you end up with that many melee take downs, I'm not as happy, but I can live with it.
I still have no interest in their multiplayer based on the beta I played.
I am interested in the single player campaign though.
I think I would pike up on sale, or a BFG edition in the future.
Edit:
Also, As I have been playing the BFG Doom and Doom II, is there a HD remake someone did of them? That uses the same WAD's? I got the Simpsons one to work with one of the wrappers, but curious if anyone did a HD texture pack for the originals.
I know of a few, but they require one source port or another.
Also, given that nobody wants to try their hand at drawing upressed Doom sprites, you can only find polygonal upgrades, and they invariably look terrible. I recommend snagging mods to enhance the textures though, those look nice. (And HD interface is a must if you're playing at a high resolution. High quality music is pretty nice too.)
There was some guy on the new doom forums that had some amazing looking 3d models to replace the sprites. Sadly he never finished the project and I don't think he ever released the wip project.
One could argue that Brutal Doom is tasteless in its entirety. Sergeant_Mark_IV’s apparent enthusiasm for researching real injuries has landed him in some controversy.
One could argue that Brutal Doom is tasteless in its entirety. Sergeant_Mark_IV’s apparent enthusiasm for researching real injuries has landed him in some controversy.
This guy is pretty out there apparently.
at one point, some of the sprites were actual photos just highly compressed to be a low resolution. Like a head exploding would give you an ACTUAL image of a brain. just very low res.
M A G I K A Z A M
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
Yo, that single player gameplay looks so much better than the multiplayer
Like to an almost absurd degree
What happened with that, was it just a complete afterthought they farmed out? I guess it must have been
Multi was developed by an entirely different developer, yes.
You'd think they would have sent over some footage of their single player and gone "make it feel like THIS"
Because hoo boy, those could not look more different
That's kind of a shame, considering how insanely customizable and crazy that first Doom's multiplayer got. But we live in a different time now, I guess
How do you do that though, outside of making a co-op campaign*?
In my own memory, a lot of Doom mulitplayer was just dropping human players into the existing campaign levels, with very little (or no adjustment) made for multiplayer.
*Which is a good idea--why isn't there a co-op campaign option if there isn't?
Well I would prefer something other than SnapMap to give the map-making community (because I always doubt the efficacy/enduring popularity of any "easy to use" mapmaking tool) as well as allowing them to mod the living fuck out of the game and make another Aliens TC or add weird Simpsons characters or whatever, but again, we live in a different time. There's only so much they can allow, I guess
But the fact that there isn't a horde mode does seem like a completely missed opportunity. I'm not sure who first produced those modes for old Doom multiplayer, but they were real cool! Still are, even!
The amount of area style never ending stream of monsters Serious Sam style gameplay I see in the single player footage worries me. It seems like a trick you could pull off a few times in the single player, but the amount of footage makes me think that it's a decent bulk of the game.
The amount of area style never ending stream of monsters Serious Sam style gameplay I see in the single player footage worries me. It seems like a trick you could pull off a few times in the single player, but the amount of footage makes me think that it's a decent bulk of the game.
Shooting a never-ending stream of monsters is theoretically what everyone wanted out of a new Doom game.
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
The amount of area style never ending stream of monsters Serious Sam style gameplay I see in the single player footage worries me. It seems like a trick you could pull off a few times in the single player, but the amount of footage makes me think that it's a decent bulk of the game.
The amount of area style never ending stream of monsters Serious Sam style gameplay I see in the single player footage worries me. It seems like a trick you could pull off a few times in the single player, but the amount of footage makes me think that it's a decent bulk of the game.
Shooting a never-ending stream of monsters is theoretically what everyone wanted out of a new Doom game.
There is a big difference between the gameplay of original Doom and the arena shooter that is Serious Sam.
Don't get me wrong, Serious Sam has it's time and it's place, but it's not Doom. Often people seem to conflate the gameplay of the two and in some of the levels with actual level design in them Serious Sam feels like a good throwback shooter (which is a funny term for a 10+ year old game), but Serious Sam was a budget title and it really shows in the majority of the level design, which is "here is a box with waves of enemies in it".
I've been playing a lot of Doom and Brutal Doom lately, and it's amazing how unique that game feels. I'd think it would be cool if a modern game at least tried to do that style and some of the gameplay footage of Doom 4 looks promising, but others.. not so much.
EDIT:
To clarify, by "arena style" I mean the footage that has the player stay in 1 area, fighting wave after wave of monster. The hell gameplay demonstrates this pretty well I think the majority of that video is the player in a single area.
Apparently SnapMap has the capacity to create horde modes and such, not just maps
But you know what's a great way to ensure that no significant community develops around a game mode?
Making it a player-created mode that every player has to opt into
So I still don't think SnapMap is a good idea!
As opposed to being forced to participate?
As opposed to ensuring that every player has access to the same mode with the same maps, rather than relying on the propagation of a custom mode through a player-curated system
I remember the Far Cry games. 2, 3, and 4 all boasted really easy and intuitive mapmaking tools, but they also relied on the community to spread those maps amongst themselves and didn't do much if any curating themselves. The more you pass that responsibility onto the players, the less will bother to engage with it at all
And yknow, I think the multiplayer looks bad already. But a co-op experience would probably be alright, and if I can't find anyone to play with because no one bothered to figure out how to download or access the custom mode someone built for it? That sucks
Doom 1 was less about throwing tons of monsters at you. It happened, but infrequently. That was more Doom 2's thing.
I would go so far as to say that not even Doom 2 went that far, and it was mostly the two TNT megawads and the more famous wads such as Memento Mori that gained that reputation for Doom.
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B O Y S
They're fast enough that I don't feel like I'm sitting through them, and they encourage the player to get all up in a demon's facehole to get more health/ammo, instead of running away plinking at it from a safe distance
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
"...only mights and maybes."
YUGE GUTS!
Stripping out all of the lighting makes it look like shit.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
This seems like a good move for them. As someone else mentioned, zero gameplay sets a lot of alarm bells ringing for folks.
http://steamcommunity.com/id/pablocampy
How do you do that though, outside of making a co-op campaign*?
In my own memory, a lot of Doom mulitplayer was just dropping human players into the existing campaign levels, with very little (or no adjustment) made for multiplayer.
*Which is a good idea--why isn't there a co-op campaign option if there isn't?
I honestly don't know how they started the campaign without gameplay footage in the first place. This whole campaign doesn't inspire confidence so far.
After the intro to the Hangar level in Rage and now this, I don't understand how they can keep screwing up remaking levels from a 23 year old game.
While this is a cool move, the cynic in me says they were getting nervous about the dropoff in backers. At the rate they were going, they would have been lucky to barely make the goal, let alone any stretch goals.
I fail to see what's cynical about that. Their offering wasn't good enough, so they decided to improve it and try again.
If you end up with that many melee take downs, I'm not as happy, but I can live with it.
I still have no interest in their multiplayer based on the beta I played.
I am interested in the single player campaign though.
I think I would pike up on sale, or a BFG edition in the future.
Edit:
Also, As I have been playing the BFG Doom and Doom II, is there a HD remake someone did of them? That uses the same WAD's? I got the Simpsons one to work with one of the wrappers, but curious if anyone did a HD texture pack for the originals.
Also, given that nobody wants to try their hand at drawing upressed Doom sprites, you can only find polygonal upgrades, and they invariably look terrible. I recommend snagging mods to enhance the textures though, those look nice. (And HD interface is a must if you're playing at a high resolution. High quality music is pretty nice too.)
It's pretty high level, but interesting.
This guy is pretty out there apparently.
Well I would prefer something other than SnapMap to give the map-making community (because I always doubt the efficacy/enduring popularity of any "easy to use" mapmaking tool) as well as allowing them to mod the living fuck out of the game and make another Aliens TC or add weird Simpsons characters or whatever, but again, we live in a different time. There's only so much they can allow, I guess
But the fact that there isn't a horde mode does seem like a completely missed opportunity. I'm not sure who first produced those modes for old Doom multiplayer, but they were real cool! Still are, even!
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Shooting a never-ending stream of monsters is theoretically what everyone wanted out of a new Doom game.
I have a game just for you
But you know what's a great way to ensure that no significant community develops around a game mode?
Making it a player-created mode that every player has to opt into
So I still don't think SnapMap is a good idea!
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
As opposed to being forced to participate?
There is a big difference between the gameplay of original Doom and the arena shooter that is Serious Sam.
Don't get me wrong, Serious Sam has it's time and it's place, but it's not Doom. Often people seem to conflate the gameplay of the two and in some of the levels with actual level design in them Serious Sam feels like a good throwback shooter (which is a funny term for a 10+ year old game), but Serious Sam was a budget title and it really shows in the majority of the level design, which is "here is a box with waves of enemies in it".
I've been playing a lot of Doom and Brutal Doom lately, and it's amazing how unique that game feels. I'd think it would be cool if a modern game at least tried to do that style and some of the gameplay footage of Doom 4 looks promising, but others.. not so much.
EDIT:
To clarify, by "arena style" I mean the footage that has the player stay in 1 area, fighting wave after wave of monster. The hell gameplay demonstrates this pretty well I think the majority of that video is the player in a single area.
As opposed to ensuring that every player has access to the same mode with the same maps, rather than relying on the propagation of a custom mode through a player-curated system
I remember the Far Cry games. 2, 3, and 4 all boasted really easy and intuitive mapmaking tools, but they also relied on the community to spread those maps amongst themselves and didn't do much if any curating themselves. The more you pass that responsibility onto the players, the less will bother to engage with it at all
And yknow, I think the multiplayer looks bad already. But a co-op experience would probably be alright, and if I can't find anyone to play with because no one bothered to figure out how to download or access the custom mode someone built for it? That sucks
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I get the community created thing. Having to forever download to get in games gets old.
I would go so far as to say that not even Doom 2 went that far, and it was mostly the two TNT megawads and the more famous wads such as Memento Mori that gained that reputation for Doom.
Truly, we live in the future.