JUMBO PALACE said:
Dizchu said:
JUMBO PALACE said:
Those levels look really cool. Admittedly, I'm not as familiar with the old games as many on this forum are. But, to be fair, the levels don't change the mechanics. Doom is a simple equation. Guns+Demons+Blood=Fun. Changing the window dressing doesn't change that repetitive gameplay. And I think that's a good thing. Get the gunplay stripped down to its purest, most satisfying feel and run with it. That's why I like the new Doom. Give me a space to kill demons in with a variety of weapons and let me figure out how I want to rip through them.
Well, the level design is more than just "window dressing". Maps can be claustrophobic, expansive, short and sweet, long and drawn-out, they can encourage careful combat or outright slaughter. You have map packs like Congestion 1024 which purposefully restricts the size down to 1024x1024 map units and map packs like Vela Pax that have levels that take hours to finish. There's laid-back classic-style levels like the Doom the Way id Did series which seeks to emulate the original maps and absolutely ridiculous maps like Speed of Doom which require the kind of reflexes a bullet hell game would demand.
Give a few of them a try if you have the chance, they pretty much transform the entire game for me.
Thanks, maybe I will! I have Brutal Doom installed right now but never thought much to really dive deep into all of the wads and map packs and such. It's a shame snapmap is so limited. They just don't make them like they used to huh? Or rather, they sure don't trust their customers like they used to huh?
It has a lot to do with id Tech 6, I believe. id Tech 6, like Frostbite, is not very consumer-friendly. It relies on huge amounts of prebaked data. In Frostbite's case, it's prebaked lighting data. In id Tech 6's case, it's prebaked texture data. (MegaTextures.)
SnapMap was one of the last things John Carmack was working on at iD before he departed and was replaced by Tiago Sousa from Crytek. (Tiago Sousa was lead graphics engineer on every game from Far Cry to Ryse.) The unfortunate aspect of this affair is Tiago Sousa's CryEngine was, and to some degree still is, an engine where what you see ingame, you can make yourself in a "what you see is what you get" editor. If Doom 4 had been a CryEngine game instead of an id Tech 6 game, we would likely have a proper map editor, or at least the possibility of one down the road.
iD Tech 6 remains, like id Tech 5, an engine which basically can't be modded properly because normal people don't have the resources to make Megatextures, or at least id Software isn't interested in making such tools available. This has been a problem ever since RAGE, and it's kind of sad that iD tech have abandoned the modding community that helped put them in their current position.
shrekfan246 said:
OP seems to want to be taken by surprise, and gives the previous Doom games more credit in that regard because... they had enemies prespawned in their maps, I guess?
It's more complex than that. Doom games did not feature a series of rooms where the exact same thing happened in every single room. Doom 3 went down that road, where every single time you rounded a corner a demon teleported behind you, and it was a serious mistake. In fact the "let's spawn in enemies in the exact same way every time" business is very much a Doom 3 trait that Doom 4 has inherited in a sideways fashion.
shrekfan246 said:
I mean, I get that monster closets can be annoying, but you can just memorize the layouts/monster locations in the original Doom games and then... it really wouldn't be all that different. You're still just going from room to room killing everything in your path.
You're killing monsters that are in actual physical locations. You're not wandering into a conveniently placed combat arena so enemies can suddenly spawn in. In the third person shooter genre, a common design mistake is to have corridors connecting open areas with a bunch of conspicuous waist-high walls that scream "Wow, there'll be a 'surprise' ambush here! Just like the other 30 'surprise' ambushes so far!"
shrekfan246 said:
I'm not sure I see much of a distinction in pacing between killing enemies that spawn vs. killing enemies that were there. Sure, you can just zip past most of the enemies in the older games if you want, but unless you're trying to do speedrun tactics why would you?
The problem is the game gets stuck in an eye-rolling, "Oh, great, another wave of enemies spawning in when the door magically locked because the "DEMONIC PRESENCE" detectors went off. Wow, this game really keeps me on the edge of my seat doing the exact same thing every 2 minutes for the course of several hours."