mtm5925
Members-
Content count
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by mtm5925
-
Release cycle: Like MachineGames or classic id/Bethesda?
mtm5925 replied to igg's topic in Doom 2016
I read an interview with Marty Stratton or some other guy at id that hopefully next game won't take 7 years like Rage or Doom 2016 did, but not very fond of the idea of releasing a new game every 2 years. I believe he said 2.5-3 years cycle is ideal. -
from what i have observed ammo/health drop is contextual. less you have, more it drops.
-
These are some of the pics from high quality E3 trailer. (from Gamersyde) Pinky demon Baron 1 Baron 2 Cyberdemon
-
http://news.xbox.com/media/?Keywords=doom&AssetType=screenshots Three of 4k uncompressed screenshots here. TGA format, 30 megabytes each.
-
Rage's sewer DLC levels are the combination of unique and tile based texturing. When you explore eight different sewel levels of the DLC, you can find many rooms and walls look exactly the same. And they indeed have the same texture coordinate. The positive side of this is that sewer levels take up storage space much more effeciently, but on the negative side, The engine had poor real-time lighting and shadows so many of these repeated parts look a bit off. (compared to pre-baked parts of the map) I believe Doom 4 still uses MegaTexture to some extent, at least for guns and demons, and possibly for organic outdoor levels.
-
I don't know, Xbox 360 had AMD GPU but Rage ran very well on the platform. On the other hand, PS3 had Nvidia GPU and Rage and other id Tech 5 games ran really poor on there. I guess the fact that both current gen consoles have AMD GPU doesn't necessarily mean the game will run well on PC with AMD GPU.
-
I wonder if enemy bodies disappear like Doom 3.
-
Yeah, it is exaggerated at least. Oculus VR has only 5 engineers from id. I don't see how that can be 'entire tech team'. And only 50 people are working on Doom 4? I've been tracking id's Linkedin for years and since last year, number of employees decreased but only about 15%, not 70%.
-
I enjoyed F.E.A.R. and Call of Duty 2 a lot.
-
Back in 2008, John Carmack said their ideal plan is to release Doom 4 sooner than people would think then make Doom 5 as a launch title of next-gen consoles. This plan obviously didn't go well, but it shows id didn't want to wait another five years for another Doom project.
-
community chest 4 alien vendetta whispers of satan plutonia 2 epic 2
-
Five Years And Nothing To Show: How Doom 4 Got Off Track
mtm5925 replied to Kinsie's topic in Doom 2016
Tim Willts wasn't involved in Doom 4 project until Rage shipped. Whenever he was asked about Doom 4, he responded like "I can't comment on that. It's Kevin's project." And Rage has some re-used characters. I don't remember the exact number but there are about 110 characters (with different name) and 60 unique models. And there are even fewer unique animations. -
They were building team during 2008~2009 and they had 1.5 times bigger team (than Rage team) by mid 2010. So I think it's safe to say Doom 4 has been in full production for last 3 years.
-
I'm betting on Doom 4 reveal on Video Game Awards 2012, which is about 2 1/2 weeks away.
-
i forgot to mention this. an ex-employee's website also has one of the leaked image for doom 4. and he only worked on doom 4 at id. http://www.waylandfong.com/game-development/doom-4/ and even if those stuffs are some scrapped content from of rage, they should list the artist on the credits if he worked on rage for months. making dlc contents for 4 years also doesn't make sense. back on topic, i always imagined future (but not too future) settings and abstract art style for doom 4. i think that will allow them the most creative ideas for level design and weapons which can't be found in generic military shooters on these days. i didn't liked the hell level in doom 3. i thought that's very generic image of hell that is not too different from what we saw from many hell-themed horror movies and games like diablo. i want more abstract visual like classic doom, and more color than red.
-
yeah, he said that. but matt hooper has done enough pr bullshit during promotion of rage. i really don't think he's trustable. furthermore, the leaked screenshots are form the artist (thao le) who was not listed on credits of rage. and id software had only two aaa titles (rage, doom 4) in development since his join. (july 2008, only 2 months after announcement of doom 4) it's possible they scrapped the project then started over. but anyway, the leaked shots should have something to do with doom 4, based on the employee's resume and the credits.
-
we've already seen the leaked shots, didn't we?
-
rammstein. not musical inspiration, though. the drummer's nickname is doom. and you can hear doomguy's dying sound in one of their songs.
-
Pre-production of Rage begun in 2005, after they scrapped 'Darkness' project, about a year and two months after D3. Here's Sparth's concept art from 2005. http://conceptart.org/forums/showthread.php?t=133406 Technology wasn't ready back then, so only a dozen or so worked on the pre-production until 2007. (and rest were on Q4, ETQW) They started actual production in mid-2007 and few months later they showed it on WWDC. (where id Tech 5 debuted) Third party projects were also done around that time, so entire id team worked on Rage project since then. This is what Tim Willits said, but unfortunately I can't give specific source, cause it was video interview from early this year where Tim says like "people say Rage is taking so long, but actual development time was 3.5 years so far."
-
late 2012. Doom 4 team already had like 100 people in 2010, and probably added more this year and after Rage is done. 3+ years of development seems resonable to me. I guess they'll reveal the game end of this year after Skyrim is done. Of course, Rage took 6 years, but full production of the game started around mid-2007 and then id Software had less than 40 people at the time. The Rage team expanded up to 60 people in 2010, then 80 people in 2011, but it's still smaller than Doom 4 team of 2010.
-
Todd Hollenshead - We Have More Waiting to do Until you Hear any Doom 4 Details
mtm5925 replied to Marnetmar's topic in Doom 2016
Doom 4 team already had about 100 people (which is 1.5 times bigger than Rage) around August, 2010. It's a safe bet that they've been working on the game more than a year, maybe 2 years.