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hardcore_gamer

Trying to understand the logic of Doom 3's level design

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On 1/3/2018 at 11:50 PM, EtherBot said:

I don't think the walls are soundproof, inasmuch as you can hear zombie groans pretty well. 

Damn what if you wanted to bone Mary from Delta Labs next door. Not with those walls you can't. Oh well, good thing I don't work for the UAC. 

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On 11/10/2017 at 7:29 PM, hardcore_gamer said:

Doom 3's level design tries to look complex and high tech, but is there actual logic/realism to the design of the levels or is it all just made up sci-fi nonsense? Is there logic to where all the pipes go or is it just largely random? And what about all the complex looking walls like these:

 

https://imgur.com/a/tjCWk

 

https://imgur.com/a/GJ5f4

 

https://imgur.com/a/0Wx3E

 

Is there actual realism reasons/logic for why a facility would have sloped/shaped walls like this or is it just made up for the sole reason of looking cool visually?

On second thought, I found a floater in one of the bathroom stalls. I tried flushing but the game would not allow me to flush. Bad plumbing. The pipes do not connect !

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On 1/3/2018 at 10:12 PM, royaldj said:

The real question is if those walls are soundproof?...

well Doomguy3 gets to hear the exchange between Swan and Betruger so I guess the answer is no :D

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It's futile to find logic behind these complex level designs
When I make a level I just make sure that it looks good, I don't make backstories to it

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On 9.1.2018 at 9:01 PM, jupiter_ex said:

well Doomguy3 gets to hear the exchange between Swan and Betruger so I guess the answer is no :D

Is the Doomguy really hearing the conversation, or is he just watching through the window while you, the player, receives this from an omniscient narrator?

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This doomguy seems to calmly observe everything around him, absorbing information. Maybe he set down a psychology book and took his reading glasses off just before getting off of the transport at the beginning of the game. So he would have been able to learn just as much about Betruger and Swann's conversation as the player can off of body language alone.

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18 hours ago, Kizoky said:

It's futile to find logic behind these complex level designs

 

Well the game kinda does. At the start of each level we get a brief backstory explaining what each level does/is for.

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