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The more open area, the bigger battle........ - http://www.doomworld.com Forums


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Jeremy



oranguy@email.com
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"The more open area, the bigger battle........" , posted Sun 25 Mar 09:11user profileedit/delete messagepost reply


Well, I was thinking of somthing that would be cool. Throughout most of the game, we all know its gonna take place inside a facility. But when you go to hell, it would be sweet to have one level, where the terrain is set to max. I mean, one huge open area, tons of marines, and tons of daemons. It would be an all out war! That would be sweet! Or if you think "But your by yourself!" Than the battle like this could take place outside the Mars facility when the invasion begins!

A battle like this would be at night, and tons of terrain effects, like mountains, sand storms, craters, hills...flying limbs :D

.-=~Webmaster of Doomgalaxy.com and author of the Doom4 MegaWad~=-.

 


Replies:

Aradiel



rzbd@home.com
69094169
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"Re(1):The more open area, the bigger battle.." , posted Sun 25 Mar 18:12user profileedit/delete messagepost reply


I like that idea. It might be something like playing the intro of Doom 64, with the marines invading the overrun base, but on a larger scale, with better graphics. Sweetness.

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Dark_Fox



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"Re(2):The more open area, the bigger battle.." , posted Mon 26 Mar 06:42user profileedit/delete messagepost reply


Yea, that was awesome.. I nearly wee'ed myself when I saw that.
AWESOME, but also funny.. the marines got messed up.. =)

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Zaldron



avengerz66@hotmail.com
18477495
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"Re(1):The more open area, the bigger battle.." , posted Sun 25 Mar 16:53user profileedit/delete messagepost reply


Open enviroments...

For some reason that I still canīt comprehend, gamers are fascinated by this. Why?? I mean, itīs just larger triangles and more space to walk. Itīs not a real landscape and yet I can assure you that there are beatiful scenarios on games like Rune, Unreal and Alice (the Hell-looking place at night).

But whatīs the fascination with this large spaces? They exist for several years now in the world of FPSs, and most people are starting to add complex tools to render this things.
Sweeney completely forgot about DX8 capabilities and kept focusing on the terrain, at a point that looks like an obsession. Serious Sam, Halo, Tribes 2, Project IGI are a few examples of games where terrainīs a main feature.

Letīs go back to DooM3. Letīs look at the "terrain" feature both technically and gameplay-focused :

The tech : Frankly I donīt think the engine will handle this well unless some completely different code is added. The portal tech allows the engine to make really big rooms. By room I mean something like an hangar or a depot. Complex terrain and messed up walls like rocks and cliffs will make the Portal tech cry.
How does this look? Depends on the amount of lights. The engine, by nature, is dark. Remember Quake 1, Thief or System Shock and you have the scheme. I believe thereīs not much of an impact on speed based on the amount of lights, after all, every pixel must go trough the process of being lit, lights or not.
Expect to see hangars in this game, but I think super-realistic natural landscapes are a no-no for this game.
Carmack never gave any info about this issue, and no one asked. id engines had superior indoor detail than epicīs or lithtechīs engines, and IMO this will still be a reality.

From the gameplay perspective, thereīs not much of use about terrain. Why?

THE ENGINE CANīT HANDLE HORDES OF GUYS!!!

Take that in mind. 35,000 polys per character, 30 per room = My GeForce starts to smell funny.
Thereīs no way id can do this work properly. But why Serious Sam did?

Hereīs the answer : idīs making HIGHLY detailed characters, phong-shaded in real time, casting/receiving multiple soft shadows, bumpmapped and with textures that probably range from 512x512 to 1024x1024. Skeletal blended and with sharp AIīs.

Serious has very low polycounts, small texts, gourad shading on the models, framed animation and LOD. Not so far from Quake 1 specs...

Now with "hordes" out of the game... what good are for landscapes? Decoration, thatīs for sure. I would love to see some believable scenarios out there in Mars. Youīll see pretty cool open areas, but they will NOT be 8 miles square meshes where you can freely walk.
If theyīre going for terrain, Iīll say normal sized, cool looking and one hell of a big guy in the middle. Fighting titanic beings in open spaces is something that I love, keep the smart normal sized bosses for eerie hallways...

__________________________ _ _ _
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masterhassan



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"Re(1):The more open area, the bigger battle.." , posted Sun 25 Mar 15:16user profileedit/delete messagepost reply


i love outdoor areas. there should be an elaborate sunset, with clouds and such...hey, the cover of master of puppets by metallica. yeah, thats perfect with the gravestones. it would be really spooky, or it could be like the hell fight seen in spawn the movie. that kicked ass...i love it when theres no limit to the horizon. you just see for miles.

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Lost Soul



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"Braveheart, anyone?" , posted Sun 25 Mar 15:05user profileedit/delete messagepost reply


That is a fantastic idea! Though I would think that it should only be limited to one level.. 2 at best. Like was said, if something is truly great and memorable, you wouldn't want it overdone, now would you? It would be a fantastic experience.. with monster counts far exeeding any level of Doom.... (ex. Doom 2, level 9- The Pit: Critters= over 200.. maybe 300. I'll have to check ZDoom again to make sure which it is! :| )
But in a mass climactic battle of insanity.. ohh the carnage alone! Just like the war scenes of braveheart!

Magnificent! Now feel my unbridled wrath!!

 

Lengis



newonic@hotmail.com
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"Re(1):The more open area, the bigger battle.." , posted Sun 25 Mar 09:33user profileedit/delete messagepost reply


Yes, that's a great idea, but why just one level? Why not have the entire game, a good mix of outdoor, and indoor levels. I really hate facility levels, I prefer roaming the outdoors, or visiting realistic locations, like maybe a Mars Colony town, over-run by demons.


But the idea of tons of marines fighting aganst tons of demons sounds excellent at once, in one all out war scene sounds great. Defintely a good idea.

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Jeremy



oranguy@email.com
84482504
209.255.70.214

"Re(2):The more open area, the bigger battle.." , posted Sun 25 Mar 10:38user profileedit/delete messagepost reply


Yeah, but we wouldnt want them to over do the
game with outdoor levels... maybe about six or so?

.-=~Webmaster of Doomgalaxy.com and author of the Doom4 MegaWad~=-.

 

 

PFCRon



EIDOLON505@aol.com
152.163.197.47

"Re(3):The more open area, the bigger battle.." , posted Sun 25 Mar 11:23user profileedit/delete messagepost reply


Me personally, I like indoor better, or if the levels were combination indoor/outdoor I would be even happier.

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Tetzlaff



olo8@gmx.de
193.159.118.230

"Re(4):The more open area, the bigger battle.." , posted Sun 25 Mar 11:56user profileedit/delete messagepost reply


Thatīs right, a good combination of indoor and outdoor is the best, like for example the "Installation" episode of Quake2.