Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
GoatLord

More wild speculation about the future of Doom modding

Recommended Posts

Posted (edited)

A few thoughts about how the community might evolve during the next 15-20 years:

 

• The sequel to Doom '16 has a far more robust editor, with a "pro" mode that gives experienced users additional modules to work with, which could be adjusted in a very algorithmic way, allowing for new materials, props and architecture to be generated with ease.

 

• This same editor pioneers the development of a much larger SnapMap community, which is taken more seriously by the OG Doom community.

 

• Economic paradigm shifts make it easier for large, global teams to create extensive, professional grade mods, and even get paid for it.

 

• Because of said shift, ambitious mods such as Doom Ascension, cart racing, voxels, HD sprites, large scale total conversions, etc., finally come to fruition.

 

• Another positive result is that mods take far less time to complete, particularly with the monetary incentive. A lofty project like Doom 3's Phobos would be completed in months, rather than years.

 

• Classic Doom modding enters the VR sphere as users create and modify content in a robust 3D (and possibly holographic, as an option) environment. Thought-based computing and gesturing is used in conjunction with a communal environment allowing for multiple users to work together simultaneously, in one gigantic virtual workspace.

 

• AI software reaches a level of complexity that it can beat not only the original Doom games, but some of the trickier user maps as well.

 

• Robots with advanced AI are able to physically play and beat Doom.

 

• AIs beat the top human players across all multiplayer Doom games.

 

• AIs build their own levels of increasing complexity as they gain understanding of level design, and even create their own textures, weapon mods and other unique details.

 

• Software with intuitive algorithms allow users to create mods with heavy AI assistance, like having an experienced modder working beside you.

Share this post


Link to post

in fifteen years time prboom-plus will get strife support

Share this post


Link to post

Glad to see the topic is being taken so seriously.

Share this post


Link to post
Posted (edited)
  • DOOM 2: Earth on Hell is released. With a more advanced Snapmap.
  • DOOM FINAL is released. It is actually two games which run on the same engine as DOOM 2 and each game was a very ambitious Snapmap project.
  • DOOM420 is released for the current Nintendo console. It is more atmospheric and horror themed than the previous games but still has the same gameplay.
  • The source code for DOOM and DOOM 2:Earth on Hell is made public
  • DOOM 3 is released. It is even more horror focused. It is poorly received compared to previous DOOM games
  • DOOM Builder is released.
  • The new Doom community gets so big, they make their own forum: DOOMWorld.
  • A new Doom game with more DOOM focused game-play but retro art-style called Doom is rele- Wait
  • About 25 years after DOOMworld is founded, a user makes a thread titled, "More wild speculation about the future of DOOM modding"

Share this post


Link to post

A successor or two to OBLIGE.

Share this post


Link to post

PC Speaker Sound effects will make a comeback, and GZDoom will follow suit by adding a PC Speaker mode and having it as the default.

Share this post


Link to post
Posted (edited)

Repucussions of Evil gets turned into a mod which gets the attention of Marty Stratton who turns it into a full blown game that will spawn several novels and an award winning movie directed by Ridley Scott.

Share this post


Link to post
48 minutes ago, DoomGater said:

TeamTNT reunites and Return To Oblivion will be published 10th Dec. 2018!

I wish that would happen

Share this post


Link to post
  • Game developers realize making games for DooM engine is very convenient
  • A blast of DooM-based games are released
  • 3D game development stops

Share this post


Link to post
  • Odamex will be updated to V0.8 and then return to its stagnant development.
  • Zandronum 4.0 is out and is 10 years behind GZDoom.
  • A community project for Doom: Rampage Edition 2 is open, only for it to be cancelled the next day.
  • TNT 2: Devilution is still in development.
  • The Sky May Be 2 is released, but only runs on the Blessed Engine 2 which only runs on DOS.
  • The successor to OBLIGE has been updated to only support Wolfenstein 3D and only generates levels with square rooms that consist of 150 SS Officers.
  • A new official expansion for Doom 2 has been released but all levels only use basic Doom Builder textures. Embrace the STARTAN!
  • DOOM 3 is out with SnapMap V3.0, although it now takes 20 minutes to load a map even with the best hardware. 20 minutes to play a small cubic room is worth the wait!
  • Instead of featuring classic maps from Final Doom, DOOM 3 only has two classic maps, SEWERS.WAD and BETRAY.WAD, both played back and forth for a 12 hour session.
  • DOOM 4 enters development hell and no word of it has ever surfaced since then.

Share this post


Link to post
Posted (edited)

I actually do want to see a more advanced SnapMap happen, SnapMap had a lot of potential and I was left both impressed yet also disappointed.

 

If SnapMap "2" were ever to come to fruition, I would like to see a more varied and broken down cell module selection that allowed styles and sets to be integrated almost perfectly with a dedicated module detail prefab selection that offers various selections of decoration sets (I.E a selection of barrel/crate placements/arrangements, placing each one is cumbersome and slow despite SnapMap being all about being streamlined mapping) that can be placed at a mapper's will throughout the map (rather than the single item placement/gameplay clutter module option system in play).

 

I would also like the addition of, a basic version at least, model modification for placed items/enemies (I.E editable colours, sizes, pitch/yaw, model variation like skins/damage ect), a higher active AI cap based on size/complexity/density of areas, the inclusion of functional boss monsters, marine AI (with friend/foe settings), the ability to import multiplayer games as "clips" which you can then edit the camera/effects for easy production of shitty frag montages and finally a dedicated Mars surface tileset.

 

I think I would like that, yeah that'd be nice.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×