Doom has released, my single-player early impressions

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Misery
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14 May 2016, 6:57 pm

Earthbound wrote:
The game looks decent. I might pick it up when its cheaper in a month or so. Every big release gets some sort of discount in a month or later. I doubt this game will be any different. I'm calling it now- by August or September, the game will be $5 to 10 less on various sales at big stores and websites. Then by November or December- the same discount or even higher. Big name games rarely stay full price for too long.

For shooters, I don't expect great plots but I don't expect a mindless shooter either. Plots are a big part of nearly every major game now, even if you don't like it. ALSO.. if people want to whine about the plot (or any part of the game)- that is their right. You complain a ton about stuff, but when others do it.. its suddenly wrong? That's hypocritical and a double standard. It doesn't affect you, so why does it need to bother you? Enjoy the game you bought, that should be the only thing that matters in the long run. Ugh. Way too many gamers take complaints way too seriously/personally.. when they don't need to. Guess what- everyone has a right to their own opinion. If everyone thought the same, it would be boring.



Bah, enough already.

I'll bloody well complain if I want to, I'm always honest when giving opinions on stuff, and I have a dark personality and am negative by nature. And I tend to speak my thoughts rather than just hide them. I dont like story or cutscene crap in games. If this bugs anyone... well, tough. That's their problem... not mine.

If someone else likes those things, then whatever. But often someone saying something like that REMINDS me of my own complaints, which causes me to voice them. Again, if someone doesnt like that... not my problem. Dont read the damn posts, then. It's not like I force you to.

And others do these exact same things often as well. It's mild debate among gamers, that's all, and it's usually brief. In the end, it's harmless, so long as nobody takes to directly flaming/insulting others; that's when it goes too far.



SabbraCadabra
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15 May 2016, 1:20 am

Misery wrote:
You have prefab "rooms", which are linked via door/link/whatever points; the rooms sorta "snap" together, which is where the name comes from. Lots of rooms are things that are more like pieces of a hallway, or stuff like that.


Well, I guess that at least sounds better than Halo's method, with results in a few buggy situations where players can sneak through gaps in the walls, or jump right over them. I know there were a few maps where my favorite thing was to jump outside of the "map" and hide outside of it.

Misery wrote:
If you want to create your own structures, you use smaller bits to do it; you could use "player blocking volumes"...


That's kind of a misleading name for them. I would have thought those were clip brushes, which literally block player movement, but not projectiles or monsters, and are completely invisible.

Misery wrote:
As far as official tools? I have no idea. Do developers of big games like this do that all that much anymore?


I don't know, does id Software ever release modding tools and source code for almost every one of their first and third party games?? ;) </sarcasm>

Nist498 wrote:
I know some people have been hating on the multiplayer but let's be fair about this and understand that Doom has never really been known for its multiplayer...


I disagree, they even released a commercial product called "master levels" which was purely for MP deathmatch.
Not to mention, DOOM co-op play is one of the best multiplayer experiences known to man.

Misery wrote:
I mean, really. You're not going to get dev-level tools with something like this. You arent.


Why not? There are tools for every other id game, even a lot of the ones released before Wolfenstein 3D. It's kind of their "thing".
I think they'd get a lot of backlash if they didn't...and even then, I'm sure it wouldn't take long to have D4 support added into Radiant.


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Misery
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15 May 2016, 3:53 am

The reason why it's said that Doom wasnt known for it's multiplayer is that back then, MOST people were simply unable to even try it. It may have caught on later on, but at that time... things werent so easy to do. For by far the vast majority of players, a full LAN setup would have been necessary. Few had the setup to do that. Fewer still had the knowledge. Fewer yet had the knowledge, setup, AND a machine capable of actually pulling any of it off. I could go on and on here, but multiplayer of that sort was EXTREMELY rare back then. If you were able to do it at all frequently around that time... consider yourself amazingly lucky. For the majority, it never happened. Not until MUCH later. This is why Doom's singleplayer became the core of it, because at least early on, the multiplayer may as well not have been there.

Eventually of course this got easier.



As for the level design tools, what I meant was, there's no way players are getting tools of that sort with that intended functionality. To be more specific, creating 3D maps of the level of detail seen in the campaign is the tough part. Simply modding characters, enemies, variables? That's not so tough, but the editor already does that. If they cannot find a way to EASILY allow for full visual modification/creation of every element of every room, they're not going to set it up as part of the main game. Snapmap was created to bring as many people into the fold as possible.


As it is, I've never seen nor heard of modding tools for any of their other games. At least... not any tools actually created by them. Doom's tools back in the day never came from the actual developers (though the source code may have been released by them, I dont know that part). That may have happened later on, heck if I know. But when it all got going, that didnt occur. But their other games? Someone would have to inform me; I dont think I've played an id game in YEARS. They havent produced anything I'd care about. Unless I'm forgetting something, but I really doubt it.


As for much later games, I wouldnt know. But any tools probably wouldnt be included as a major game element. For it to work as they intended with this one, map creation needs to be FAST. It's kinda like, hmm, the difference between Super Mario Maker, and SMBX. SMBX has about 10 squillion features and every conceivable item, object, and enemy is included in it... and more. But it also takes 10 squillion years to actually MAKE a map. There ends up being too much there, too many things, too many pieces, for there to be any simplicity in the actual PROCESS. The community around SMBX is small, and produces levels at an extremely slow rate.

Wheras Mario Maker has plenty of limitations (though it also has it's own special elements as well) but levels dont take a damn eternity to make, really good ones included.

Like Mario Maker, Snapmap isnt just about making stuff for the game; it's about doing so quickly and then being able to trade those maps quickly with others, while a constant stream of the things keeps coming to keep people invested. While at the same time keeping the interface as good as possible, and the learning curve as easy as possible.


It's interesting, overall, really. Bloody strange at times, but so are things like Forge in many cases. I'm glad though, one way or another, to see developers doing things like Snapmap, Forge, or even more gigantic editors like that of LittleBigPlanet (which literally can recreate every single thing in the campaign/story/whatever). I love it when games come with editing features. Always wanted that as a kid, but only puzzle games ever actually had it.



SabbraCadabra
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16 May 2016, 8:08 am

Misery wrote:
The reason why it's said that Doom wasnt known for it's multiplayer is that back then, MOST people were simply unable to even try it. It may have caught on later on, but at that time... things werent so easy to do. For by far the vast majority of players, a full LAN setup would have been necessary.


You'd be surprised, DOOM multiplayer was huge back then, hence the large assortment of multiplayer maps available for it. LAN parties were much more common back then than they are today, and even outside of LAN, people put up with dialup just because we didn't have a faster alternative (this is why it's so important to implement good client prediction).

The only thing that Quake did to improve things was better prediction, and a more client/server based system, which made it much easier for players to drop in and out. QuakeWorld (depending on who you ask) improved things further, and QuakeSpy made it super easy to find servers to connect to, but we still had to suffer with dial-up for a few more years.

Quote:
As for the level design tools, what I meant was, there's no way players are getting tools of that sort with that intended functionality. To be more specific, creating 3D maps of the level of detail seen in the campaign is the tough part.


How do you think the maps in the campaign got made?

Quote:
As it is, I've never seen nor heard of modding tools for any of their other games. At least... not any tools actually created by them. Doom's tools back in the day never came from the actual developers (though the source code may have been released by them, I dont know that part).


I can't remember if the Wolf and DOOM utils were released by id, or if they were engineered by the community. I know every first party and third party game from Quake onward had official releases from id (utils plus their source), and the progs.dat/DLL sources for modding...the engine sources would be released years later.
Some games, like Jedi Knight 2, only had DLL source released for the multiplayer, not the single player.

Quote:
As for much later games, I wouldnt know.


I don't know about the newest Wolfenstein games, because I haven't been paying attention, but DOOM 3 and RAGE both have tools. DOOM 3 actually has one mod that's really popular: http://www.thedarkmod.com/main/

Also, DOOM 3's engine source has been released.

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But any tools probably wouldnt be included as a major game element.


If by that, you mean having the editor built into the game...I might be wrong, but I think DOOM 3 had limited built-in editing functionality.


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marshall
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03 Jun 2016, 1:44 pm

I just finished the game on medium difficulty. The boss battles were the most difficult part of the game. I was surprised how hard it was. I bought it for PS4 though (can't afford a computer powerful enough to play it well on PC) and I'm not very good aiming with the controller. I'm better with a mouse. Most games these days are pretty easy to finish.