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RaikohZX

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Everything posted by RaikohZX

  1. The colors are a bit too stoic, but it seems to be all in the lighting. When in the control room with the hand-activated panel, it's a greenish-blue that afflicts the whole room easily. When out in the refinery, that light's influencing the scene much like the Hell lighting is. It seems pretty much like it's entirely dependent on the room and situation, although this means they probably chose two awkward locations for this all. But with how consistent the colors are in these environments, that indicates to me that besides certain areas, it doesn't matter how much saturation you put in - the colors are gonna be thickly themed, no matter where you are.
  2. RaikohZX

    Where's the pistol?

    It's pretty obvious they want things to go boom, and messily, so they gave the Pistol the boot and probably did what RUSH said. Which sucks, because i'd rather go for Doom 3 pistol headshots than the questionable effectiveness of the Shotgun in the demos they've shown us so far.
  3. Why would it allow you to upload textures? It's basically the Timesplitters Map Maker but a little more fancier and with a Halo Forge-style design. Now, if the original Doom textures were there for Snapmap that'd be one thing, and i'm sure fans will remake E1M1 at the very least, but let's be honest here - unless this leak is somehow a miracle truth, we're probably going to have to do it the hard way.
  4. RaikohZX

    Bethesda E3 Conference - DOOM4 Unveiling

    Honestly, i'm disappointed that there's no genuine modding tools, just the equivalent of LittleBigPlanet meets Forge and Timesplitters' Map Maker, but then I spent so many hours in Timesplitters that I don't mind. But if there were real modding tools (or hell, the community reverse-engineered their own, let's pray this game's technical requirements aren't a nightmare like RAGE), I wouldn't mind models like these and some old-school gameplay revival. Then again a supposed leak is claiming a Doom 1 remake may be DLC - but again, with the mapping set, we really.. probably don't need that if we can make the maps ourselves. Is it too hopeful to wish for the Doom 1/2 textures to be available for the sake of it?
  5. Yeah, vehicle segments fit Quake 4 because you're part of a military force in a global war on Stroggos, it makes sense to ride on a turret or jump in a tank there. But Doom's Doom, the first teaser last year implies there's inevitably going to be some sort of cinematic angle to things but I doubt anyone besides the player Marine's going to be tearing ass through the forces of Hell efficiently. While I don't mind occasional puzzles or so forth Half-Life style, it really does sound like they're focusing on the action this time around.
  6. While the game was a scripted and linear experience, they did encourage exploration with various goodies for ammunition and health/armor, not to mention finding PDAs to gain access to lockers for their contents too. I still can't compare Doom 3 to Call of Duty or most modern shooters, though; it's more like Half-Life 2 but with a more raw focus on combat. You're rather harsh about D3 to say the least, and the Rocket Launcher and BFG damn well decimated everything if used right.
  7. RaikohZX

    Can the Gameplay Work?

    Well, let's recap what we know (not like it hasn't been done a million times already probably). Fast action, no reloads, double-jumps and climbing meaning areas have more of an emphasis on verticality. Enemies like the Revenants will be able to chase you with their aforementioned jetpacks, and apparently the Hellknights can clamber and chase on-foot after you while also potentially smacking things like rockets aside. There's also a new emphasis on 'karate-like moves', where the Marine tears apart enemies with his bare hands in rapid succession and can get health bonuses for it. The level and combat design is the big decider here, whether it's more akin to Wolfenstein: The New Order where they put you in a room with a specific set of enemies and all of that room's advantages or disadvantages are up to you to utilize, or they do it more like Doom 3 where there's lots of linear corridors and fake walls for enemies to try and entrap you from all directions around.
  8. Yeah, we need a solid gameplay basis that has enough variety in itself for combat situations, like the original Doom games but with today's commodities, without the need to repetitively fall back onto gimmicky sections every 30 minutes like most modern shooters that refuse to trust their audience to have larger attention spans than hamsters.
  9. RaikohZX

    Doom 4 teaser and how it compares to the reveal

    Unless you're Peter Molyneux or Ubisoft. When the reveal comes out I honestly want to see people's reactions for if it's the same footage from Quakecon last year or something entirely new.
  10. No turret sections. If there's a driven vehicle section anywhere, hopefully they take a page from RAGE and make them actually decent compared to Raven's work with Quake 4, but I don't go to Doom for vehicles. A return to form for well-designed encounters and enemies lingering the areas, rather than either teleporting almost everything in or a bunch of fights against a couple of zombiemen or other enemy types. If the game's giving us double-jumps and climbing with enemies being able to follow after us, combined with no reloading and an emphasis on getting up close and personal usually, then exploration or no exploration it sounds like the gameplay has its priorities straight at least.
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