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What a Shock: DOOM 4 Announced

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AirRaid

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May 7, 2008, 4:03:58 PM5/7/08
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Doom 4 Announced
by Nick Breckon May 07, 2008 11:34am CST tags: Doom 4, id Software
id Software today announced that it has begun production on Doom 4,
and is now in the process of expanding its internal team of developers
to work on the shooter sequel.

"Doom is part of the id Software DNA and demands the greatest talent
and brightest minds in the industry to bring the next installment of
our flagship franchise to Earth," said id Software CEO Todd
Hollenshead in a release.

"It's critical for id Software to have the best creative minds in-
house to develop games that meet the standards synonymous with our
titles."

The company is currently accepting applications to fill job openings
covering roles such as producer, lead designer, and lead animator,
among others.

The job listings page indicates that applicable platforms for the
positions are PC, PlayStation 3 and Xbox 360. Though no further
details on the game were released, the studio will likely make use of
its new id Tech 5 engine for the project.

id Software lead artist Kevin Cloud recently told Shacknews that one
of...

http://www.shacknews.com/laryn.x?story=52560

id Software lead artist Kevin Cloud recently told Shacknews that one
of the strengths of the company's new engine is its cross-platform
performance.

"You don't even have to worry about how it's going to look on PS3 or
360. Right now we've got it running cross-platform running 60 hertz,
and it looks really good," said Cloud. "In terms of what artists are
available to achieve--it's something you have to see for yourself. I
can say this, but you still won't get it until you see it."

id will be hosting the 13th annual QuakeCon convention on July 31.

DanB

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May 7, 2008, 7:52:47 PM5/7/08
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"AirRaid" <AirRa...@gmail.com> wrote in message
news:0c139e05-a72f-43ef...@8g2000hse.googlegroups.com...


Doom 4 - *WANT*.

--
Dan
Clio V6


Chris F

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May 7, 2008, 7:55:48 PM5/7/08
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On Thu, 8 May 2008 00:52:47 +0100, "DanB" <iridi...@googlemail.com>
wrote:

as long as it's better than Doom3 and Quake4.
--

http://bykerblog.wordpress.com/ - My thrilling new blog
XBL Tag: Chrisflynnuk

Tim O

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May 7, 2008, 9:47:32 PM5/7/08
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On Wed, 7 May 2008 13:03:58 -0700 (PDT), AirRaid
<AirRa...@gmail.com> wrote:

>"You don't even have to worry about how it's going to look on PS3 or
>360. Right now we've got it running cross-platform running 60 hertz,
>and it looks really good," said Cloud. "In terms of what artists are
>available to achieve--it's something you have to see for yourself. I
>can say this, but you still won't get it until you see it."

Translation: "Its going to be 20 tiny, generic industrial space
station levels in 70% darkness. This is so the underpowered consoles
can handle the levels. Enemies will warp in right behind you so
everything is always close. There won't be more than two of them
onscreen at the same time to prevent slowdown and ease shooting with
horrible gamepad controls. A Wii version will come out, but to keep
the framerate fast on what amounts to a gussied up Gamecube, the whole
game will be in total darkness with nothing visble except eyeballs."

Tom

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May 7, 2008, 9:48:20 PM5/7/08
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On May 7, 4:03 pm, AirRaid <AirRaid1...@gmail.com> wrote:

<snipped>

> "You don't even have to worry about how it's going to look on PS3 or
> 360. Right now we've got it running cross-platform running 60 hertz,
> and it looks really good," said Cloud. "In terms of what artists are
> available to achieve--it's something you have to see for yourself. I
> can say this, but you still won't get it until you see it."

And this about the same thing most game devs say about the new games
that are going to come out, or what they've said about past games.
Most of them don't even come close to looking or playing like they
say, so this ending paragraph is just another in a long list of
bullshit claims devs make when a new release is made news.

Air Raid

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May 7, 2008, 10:26:18 PM5/7/08
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Odd Bob

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May 7, 2008, 10:32:02 PM5/7/08
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Air Raid <AirRa...@gmail.com> wrote in news:ccd241ba-dba6-41bc-ba04-
ab49a6...@f63g2000hsf.googlegroups.com:

That looks more like a Quake 4 enemy than something out of Doom...

-- Bob

The Wanderer

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May 8, 2008, 2:19:05 AM5/8/08
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YES!

Hopefully on the PC. I've tried several shooters since geting my PS3, and
they all suck. Why? Because the Sixaxis is hopeless compared to a mouse
and keyboard.

Depresion

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May 8, 2008, 7:43:45 AM5/8/08
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"Chris F" <ch...@asifimtellingyoulot.com> wrote in message
news:a9g424p76i1ihm5v2...@4ax.com...

Not if they consolify it.


Walter Mitty

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May 8, 2008, 8:38:32 AM5/8/08
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Chris F <ch...@asifimtellingyoulot.com> writes:

Quake 4 was a good game. Not the vehicle bits I agree, but the rest was
what a shooter is all about.

Chris F

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May 8, 2008, 8:45:50 AM5/8/08
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On Thu, 08 May 2008 14:38:32 +0200, Walter Mitty <mitt...@gmail.com>
wrote:

i just couldnt get on with it.

i suppose it was what a shooter is all about....or was about in 1996.

it just felt a bit stuck in the past to me.

Walter Mitty

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May 8, 2008, 9:06:35 AM5/8/08
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Chris F <ch...@asifimtellingyoulot.com> writes:

It felt like what it should be to me - a fast frenetic shooter with
great eye candy. The squad AI was good too.

Compare to Far Cry or Crysis - both of which sent me to sleep.

DBSnappa

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May 8, 2008, 10:07:52 AM5/8/08
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The Sixaxis is pretty rubbish compared to all the other pads out there,
let alone M&KB

Dave Seven

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May 8, 2008, 10:17:07 AM5/8/08
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Fake!

noman

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May 8, 2008, 3:56:07 PM5/8/08
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On Wed, 07 May 2008 21:47:32 -0400, Tim O <tim...@REMOVEhotmail.com>
wrote:

>On Wed, 7 May 2008 13:03:58 -0700 (PDT), AirRaid
><AirRa...@gmail.com> wrote:
>
>>"You don't even have to worry about how it's going to look on PS3 or
>>360. Right now we've got it running cross-platform running 60 hertz,
>>and it looks really good," said Cloud. "In terms of what artists are
>>available to achieve--it's something you have to see for yourself. I
>>can say this, but you still won't get it until you see it."
>
>Translation: "Its going to be 20 tiny, generic industrial space
>station levels in 70% darkness.

While what you wrote may end up as a correct description of DOOM4 the
above quote is about the use of Tech5 engine in id's next game - Rage.
The game is quite a departure from the standard id shooter - that is,
it's not dark.

Among other things, Tech5 engine uses streaming texture technology and
is supposedly easy to develop multi-platform games on. The interview
with Kevin Cloud (about Tech5 and not DOOM4) from which the quote came
from, is very interesting. Being an artist, he seems excited to be
able to use the same art assets across multiple machines with little
compromise.

I knew when reading the Shacknews article about DOOM4, that the quote
from KC (which is, like I said, from another article) will get
misinterpreted by quite a few people.
--
Noman

elr...@pop.uky.edu

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May 8, 2008, 4:57:47 PM5/8/08
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On May 7, 7:52 pm, "DanB" <iridium...@googlemail.com> wrote:

> Doom 4 - *WANT*.

No want

Michael C

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May 8, 2008, 5:11:41 PM5/8/08
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"Walter Mitty" <mitt...@gmail.com> wrote in message
news:fvus8b$tf0$1...@registered.motzarella.org...

> Chris F <ch...@asifimtellingyoulot.com> writes:
>>
>> as long as it's better than Doom3 and Quake4.
>
> Quake 4 was a good game. Not the vehicle bits I agree, but the rest was
> what a shooter is all about.

I found it a bit boring. The weapons lacked any real feeling of impact.


known12

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May 8, 2008, 7:28:55 PM5/8/08
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I also want a doom 4 since playing doom 3 I experienced something I
havent felt in a while playing a game.
fear. I know its just a game,but it did get that emotion from me at
certain parts.

me I would like a whole new approach. I would just like a whole free
roaming island and them roaming around all random.like GTA is if you
dont go into the missions but just fire it up and roam.

but with the exception of operations flahspoints editor, games like
that usually dont get made.

Ped Xing

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May 8, 2008, 8:15:19 PM5/8/08
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"Michael C" <war...@warblyet.tyc> wrote in news:68h8kiF2sibl7U1
@mid.individual.net:

> I found it a bit boring. The weapons lacked any real feeling of impact.

Maybe we need force-feedback mice. ;-) Seriously though, I've seen this
mentioned a lot of times about weapons having to have the right feel, and
impact, and what not. What exactly are people referring to when they say
that? Is it the sounds, the damage, rate of fire?

--
Ped Xing

known12

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May 8, 2008, 8:21:45 PM5/8/08
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my only problem is alot of time the doom weapons seem so futuristic
they seem to sterile and perfect and lose the realism factor that
makes you feel you have a bad ass gun

rms

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May 8, 2008, 10:10:12 PM5/8/08
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>I also want a doom 4 since playing doom 3 I experienced something I
> havent felt in a while playing a game.
> fear. I know its just a game,but it did get that emotion from me at
> certain parts.

I agree with you. Many people disliked the D3 departure from the
earlier games' brighter, 'lower contrast' approach, but the more advanced
lighting model and look of the D3 engine was well-suited for survival
horror, which is exactly the mind-set I took while playing.

You can enhance the immersion and up the tension level in D3 by
completely disabling the HUD, turning off the crosshairs, and upping the
difficulty level. Disabling the HUD removes the 2D distractions that force
the player's brain to remain detached and which lighten the gameplay. With
them removed, and with only the 3D world remaining, the player becomes that
much more involved in the action. You can see the same effect of improved
lighting on gameplay when using the Tenebrae Quake1 mod.

rms


Bow Wow

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May 8, 2008, 10:47:37 PM5/8/08
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I'm am getting so sick and tired of these moody, dark, semi-horror
games. It's as if the developers have no imagination.

Condemned, Condemned 2, Quake IV, Dark Sector, BioShock, FEAR, just to
name a few. It looks as though id's run out of ideas and aren't
bothering to fire up their imagination and are going to come out with
Doom 4.

But then, even if they came out with something new and that's not from
one of their franchises, the game probably still will end up looking
dark all the time.

JLC

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May 8, 2008, 11:13:21 PM5/8/08
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"Bow Wow" <B...@Wow.com> wrote in message
news:6mc72492afidkcqnf...@4ax.com...

Condemned was one of the spookiest game I've ever played. The graphics where
great and the sound was what made the game. I'm hoping that Condemned 2 will
make it to the PC. JLC


Bow Wow

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May 8, 2008, 11:19:38 PM5/8/08
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PC?? How come? Why not play it on your console?

Mitch@_._

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May 8, 2008, 11:35:21 PM5/8/08
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>>I also want a doom 4 since playing doom 3 I experienced something I
>> havent felt in a while playing a game.

I experienced: Id. Doom. Same shit. Forever and ever. Zero
creativity. They code engines. And instead of just licensing engines
to CREATIVE developers, they always make the mistake of taking a swipe
at it themselves. And it always comes out the same. They are code
monkeys and not game developers.

"Oh, here's an idea. After the player clears an area, a zombie comes
out of a locker. That's creative, right ?"

Werner Spahl

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May 9, 2008, 4:17:13 AM5/9/08
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On Fri, 9 May 2008, Mitch@_._ wrote:

> They code engines. And instead of just licensing engines to CREATIVE
> developers, they always make the mistake of taking a swipe at it
> themselves.

I agree in that id do indeed make the best 3d engines but I guess they
need to make at least one game on their own to show the engine off. Epic
does the same.

> "Oh, here's an idea. After the player clears an area, a zombie comes
> out of a locker. That's creative, right ?"

Yeah, that was weak, but e.g BioShock did the same only a little bit more
elaborated. And at least id never claimed to provide something better...

--
Werner Spahl (sp...@cup.uni-muenchen.de) Freedom for
"The meaning of my life is to make me crazy" Vorlonships

Werner Spahl

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May 9, 2008, 4:24:26 AM5/9/08
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On Thu, 8 May 2008, Bow Wow wrote:

> But then, even if they came out with something new and that's not from
> one of their franchises, the game probably still will end up looking
> dark all the time.

I don't think so, Rage looks really different. In fact I suspect that id
started to work on DOOM 4 just in case their new game will not please
their fans :)!

Memnoch

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May 9, 2008, 10:09:44 AM5/9/08
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I've said the same thing myself but never really thought much about it as far
as breaking it down. I wouldn't say it's anything to do with RoF. I think its
more to do with your expectations of the weapon in question. If you are
holding a shotgun for instance and sound effects wise it sounds right and you
fire it at something point blank range and nothing much happens that dispels
the illusion. It doesn't "feel right". If it blew off a limb, or knocked them
down etc. that would more accurately match my expectations of what it should
do so would feel better. I never played SoF2 but in the original, look at what
the weapons could do to the enemies. Unlike the indestructible manniquins you
get in other games, they reacted somewhat realitically to what the weapons
could do. I've heard tha SoF2 took this to new levels too.

Spalls Hurgenson

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May 9, 2008, 11:06:04 AM5/9/08
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On Thu, 08 May 2008 14:38:32 +0200, Walter Mitty <mitt...@gmail.com>
wrote:

>Chris F <ch...@asifimtellingyoulot.com> writes:
>

>>>
>>>Doom 4 - *WANT*.
>>
>> as long as it's better than Doom3 and Quake4.
>
>Quake 4 was a good game. Not the vehicle bits I agree, but the rest was
>what a shooter is all about.

Even Doom3 was fun, if you played it in short-enough bits that it's
extreme repetitiveness didn't become so incredibly obvious. In short
chunks (one level per gaming session), it was enjoyable.


Spalls Hurgenson

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May 9, 2008, 11:16:31 AM5/9/08
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On Thu, 08 May 2008 12:56:07 -0700, noman <no_...@zzzyahoo.yycom>
wrote:

>On Wed, 07 May 2008 21:47:32 -0400, Tim O <tim...@REMOVEhotmail.com>
>wrote:
>
>>On Wed, 7 May 2008 13:03:58 -0700 (PDT), AirRaid
>><AirRa...@gmail.com> wrote:
>>
>>>"You don't even have to worry about how it's going to look on PS3 or
>>>360. Right now we've got it running cross-platform running 60 hertz,
>>>and it looks really good," said Cloud. "In terms of what artists are
>>>available to achieve--it's something you have to see for yourself. I
>>>can say this, but you still won't get it until you see it."
>>
>>Translation: "Its going to be 20 tiny, generic industrial space
>>station levels in 70% darkness.
>
>While what you wrote may end up as a correct description of DOOM4 the
>above quote is about the use of Tech5 engine in id's next game - Rage.
>The game is quite a departure from the standard id shooter - that is,
>it's not dark.
>

They say.

Just like Wolf3D was going to have stealth aspects (hiding bodies,
swapping uniforms), Doom was originally to have multiple characters
with an enthralling storyline, and Quake was supposed to have RPG
elements and was set in a fantasy realm.

In the end, though, all three games were fairly indentical to each
other in terms of gameplay.

Just because iD makes some claims about how their next game is going
to be radically different doesn't mean it actually will.

Mind you, Wolf3D, Doom and Quake were damn fun games, so Id's
backtracking on their original development plans was probably the
right thing to do. But given id's track record, it probably isn't all
that wise to make claims about how the next game is going to be
"different" until it actually comes out.

Michael C

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May 9, 2008, 12:55:16 PM5/9/08
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"Ped Xing" <ped...@lycos.com> wrote in message
news:Xns9A98AF87...@140.99.99.130...

Hard to pinpoint it exactly really - probably a combination of the sound,
the animation and the enemy reaction to getting hit with it. I found the
weapons in Half Life 2 to have the same problem, they just felt a bit weedy.


noman

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May 9, 2008, 1:08:25 PM5/9/08
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On Fri, 09 May 2008 15:06:04 GMT, Spalls Hurgenson <yoi...@ebalu.com>
wrote:

>Even Doom3 was fun, if you played it in short-enough bits that it's
>extreme repetitiveness didn't become so incredibly obvious. In short
>chunks (one level per gaming session), it was enjoyable.
>

I too played DOOM3 in short gaming sessions and did end up enjoying
the game. I thought, the game got a lot better near the end and the
final few levels added a lot to the overall plot of the game, which
was surprisingly good for an id software game.

I am looking forward to both Rage and DOOM4.
--
Noman

noman

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May 9, 2008, 1:17:02 PM5/9/08
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On Fri, 09 May 2008 15:16:31 GMT, Spalls Hurgenson <yoi...@ebalu.com>
wrote:

>On Thu, 08 May 2008 12:56:07 -0700, noman <no_...@zzzyahoo.yycom>
>wrote:
>


>>While what you wrote may end up as a correct description of DOOM4 the
>>above quote is about the use of Tech5 engine in id's next game - Rage.
>>The game is quite a departure from the standard id shooter - that is,
>>it's not dark.
>>

[snip]


>Just because iD makes some claims about how their next game is going
>to be radically different doesn't mean it actually will.
>
>Mind you, Wolf3D, Doom and Quake were damn fun games, so Id's
>backtracking on their original development plans was probably the
>right thing to do. But given id's track record, it probably isn't all
>that wise to make claims about how the next game is going to be
>"different" until it actually comes out.

Yes, but Rage is different from the start. First of all it's set up in
a populated Mad-Max style world and is equal parts driving game and a
shooter. With this premise, it can't come out and resemble DOOM or
Quake games in any shape or form. There are already demo clips showing
off the driving segments.

Now, they have also claimed that parts of the game are fairly open,
where someone while driving can notice a cave and then wander inside
on-foot to find entirely optional areas and missions. Things like that
may get scaled down.
--
Noman

Shawk

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May 9, 2008, 1:29:54 PM5/9/08
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I've had mixed feelings about D3 ever since it came out. Disappointed
at first because I was expecting groundbreaking gameplay. Then OK with
it when it sank in that it was a remake. Loved the atmospheric sound
effects at the start of the game with the frantic radio-calls and sounds
through the walls of your marine buddies coming to a gruesome end and
then disappointed when that stopped. Disappointed with imps popping out
of closets but impressed with all the creatures that didn't pop out of
cupboards. Actually liked the darkness and the atmospheric lighting and
didn't thibnk that was a problem at all. Disappointed some of the
weapons seemed under-powered compared to the originals (so glad to get
the double-barrelled shottie in the expansion pack), etc etc etc.

I still fire it up occasionally and I can still enjoy it if I'm in the
mood for brainless shooting.

Quite enjoyed Q4 too, but as others have said I hated the vehicle parts
with a passion, so immersion breaking and seemed tacked-on.

D4 is of interest so far...

Alai

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May 9, 2008, 2:09:59 PM5/9/08
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> Doom 4 Announced

I just wish that they'll turn on the goddamned lights this time. I want to
see the death animation after I kill them!


Depresion

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May 9, 2008, 5:35:33 AM5/9/08
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"Ped Xing" <ped...@lycos.com> wrote in message
news:Xns9A98AF87...@140.99.99.130...
> "Michael C" <war...@warblyet.tyc> wrote in news:68h8kiF2sibl7U1
> @mid.individual.net:
>
>> I found it a bit boring. The weapons lacked any real feeling of impact.
>
> Maybe we need force-feedback mice. ;-)

Never took off:

http://www.dooyoo.co.uk/mice-trackballs/logitech-wingman-force-feedback/

>Seriously though, I've seen this
> mentioned a lot of times about weapons having to have the right feel, and
> impact, and what not. What exactly are people referring to when they say
> that? Is it the sounds, the damage, rate of fire?

It's a combination of sound, visual effect and the impact on the target (not
just the damage but the way they react) the nailgun in FEAR was a fantastic
weapon for the way it tossed enemies around and pinned them to the wall,
floor, desk or if you did it right ceiling.


khee mao

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May 9, 2008, 4:53:41 PM5/9/08
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"known12" <tie7...@yahoo.com> wrote in message
news:151a8ab9-64cb-4d28...@x35g2000hsb.googlegroups.com...

>I also want a doom 4 since playing doom 3 I experienced something I
> havent felt in a while playing a game.
> fear. I know its just a game,but it did get that emotion from me at
> certain parts.
>
>
>
yep. I don't care if the scares were 'cheap' or not, they were effective.
I was on edge the entire duration, cautiously opening doors/turning
corners/looting ammo and armor. the game was genuinely creepy and dreadful
(in a good way;), even when powered up. the flashlight mechanic was
brilliant, despite the incessant wailings of pissy pant lamer fraidy cats.

definitely looking forward to another installment.


known12

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May 9, 2008, 5:02:06 PM5/9/08
to

it did feel creative though. I thought they were pretty clever with
the tactic where you could go awhile without seeing anything, get a
bit comfortable and then WHAM there was a creature.

I thought it was pretty imaginative with the placement and situations.
if you take your view, well you can apply that to any game anyways.
hence every game idea has already been done and essecially they all
come down to clear a room and then theres the surprise.

I also thougth the hell concept was worked out pretty well and had a
cool look to it.

anyways I loved it.if I do have critisim it was the lack of scenic
moments. I recall alot of levels playing original doom way back when
where stuff seemed so surreal and out there.just freaky. you know,the
wall with the human faces just rolling by. I didnt see that many
moments in doom3 although there was one area where it was a control
room with a glass window where you saw outside the base with the sand
whipping around and it felt so lonely that it reminded me of that
first level of doom where you were in that little room looking outside
and back then well, it felt like a base on mars just like it did then.

so overall I liked it.

khee mao

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May 9, 2008, 5:02:13 PM5/9/08
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"Bow Wow" <B...@Wow.com> wrote in message
news:6mc72492afidkcqnf...@4ax.com...
id get a free pass as they are the originators and masters of the genre.


khee mao

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May 9, 2008, 8:06:15 PM5/9/08
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"known12" <tie7...@yahoo.com> wrote in message
news:94ca704d-b247-4970...@k37g2000hsf.googlegroups.com...

On May 8, 11:35?pm, Mitch@_._ wrote:
> >>I also want a doom 4 since playing doom 3 I experienced something I
> >> havent felt in a while playing a game.
>
> I experienced: ?Id. ?Doom. ?Same shit. ?Forever and ever. ?Zero
> creativity. ?They code engines. ?And instead of just licensing engines

> to CREATIVE developers, they always make the mistake of taking a swipe
> at it themselves. ?And it always comes out the same. ?They are code

> monkeys and not game developers.
>
> "Oh, here's an idea. ?After the player clears an area, a zombie comes
> out of a locker. ?That's creative, right ?"

it did feel creative though. I thought they were pretty clever with
the tactic where you could go awhile without seeing anything, get a
bit comfortable and then WHAM there was a creature.

I thought it was pretty imaginative with the placement and situations.
if you take your view, well you can apply that to any game anyways.
hence every game idea has already been done and essecially they all
come down to clear a room and then theres the surprise.

I also thougth the hell concept was worked out pretty well and had a
cool look to it.

anyways I loved it.if I do have critisim it was the lack of scenic
moments. I recall alot of levels playing original doom way back when
where stuff seemed so surreal and out there.just freaky. you know,the
wall with the human faces just rolling by. I didnt see that many
moments in doom3 although there was one area where it was a control
room with a glass window where you saw outside the base with the sand
whipping around and it felt so lonely that it reminded me of that
first level of doom where you were in that little room looking outside
and back then well, it felt like a base on mars just like it did then.

so overall I liked it.

================================================

the level design, atmosphere, and attention to detail were off the fucking
charts in Doom 3. the PDA was a great way to get backstory and secrets, the
martianbuddy site is still up and running and was a really cool touch, the
flashlight mechanic, like I've previously stated was, was brilliant, the
weapons felt great, and the overall sense of, well, doom, was pervasive.

ok, I think I just talked myself into re-playing some Doom this weekend.


Bow Wow

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May 9, 2008, 10:40:08 PM5/9/08
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Errrr, originators, for sure, the pioneers in that genre, and I'll go
as far as saying they were indeed masters of the genre. And the key
word there is "were".

Wouldn't you say It's been too long since something as fun as QA3 came
out of them? I loved Quake 2 too, but Doom 3, Quake IV and even Quake
Enemy Territory just left me with wanting much more out of id.

Morgan

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May 10, 2008, 7:49:19 AM5/10/08
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"Walter Mitty" <mitt...@gmail.com> wrote in message
news:fvutst$5gu$1...@registered.motzarella.org

> It felt like what it should be to me - a fast frenetic
> shooter with great eye candy. The squad AI was good too.
>
> Compare to Far Cry or Crysis - both of which sent me to
> sleep.

Far Cry and Crysis both had far greater depth of gamplay than Doom3. Far
Cry what down hill a lot towards the end but the earlier section swhere you
were outside and fighting humans were great fun.

Doom3 had antiquated playability and very little depth. I know they were
basicaly going for a simple Doom run 'n' gun style game but for me FPS have
matured for the better and Doom3 was a backwards step.

Morgan

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May 10, 2008, 7:54:32 AM5/10/08
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"known12" <tie7...@yahoo.com> wrote in message
news:151a8ab9-64cb-4d28...@x35g2000hsb.googlegroups.com

> I also want a doom 4 since playing doom 3 I experienced
> something I havent felt in a while playing a game.
> fear. I know its just a game,but it did get that emotion
> from me at certain parts.

It always just felt mechanical to me. Once it got the the point where I
could predict that an Impo was going to spawn behind me.

The only game that has ever really inspired anything close to fear is
probably the Cradle level in Thief 3. Thought Condemned and F.E.A.R do a
very good job of creating a good atmosphere.

> me I would like a whole new approach. I would just like a
> whole free roaming island and them roaming around all
> random.like GTA is if you dont go into the missions but
> just fire it up and roam.

That would be cool. I've like to see a Doom that implements advances in
gamplay and not just graphics (Thought I still say that Doom 3 wasn't all
that graphically either.)


khee mao

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May 10, 2008, 12:02:44 PM5/10/08
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"Bow Wow" <B...@Wow.com> wrote in message
news:862a24llkmm044ve3...@4ax.com...
I think all that's come out of them since Q3A was D3? at least that I've
played. and I thought D3 was incredible, hell, I still play it. Q4 was by
Raven? I really liked that one too, actually. haven't played Enemy
Territory, as I've all but retired from online gaming, and haven't seen that
Rage has been released yet.

DanB

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May 12, 2008, 7:46:27 AM5/12/08
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"khee mao" <as...@asdf.asdf> wrote in message
news:T_udnQy1V4DOWrjV...@cablespeedwa.com...

I also really enjoyed Doom 3 I must admit.

--
Dan
Clio V6


Beladi Nasrallah

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May 12, 2008, 11:43:02 AM5/12/08
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On May 12, 8:46 pm, "DanB" <iridium...@googlemail.com> wrote:

> I also really enjoyed Doom 3 I must admit.

Cheap scares. And too much of it. Never enjoyed it. Didn't go past the
first level.

Shawk

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May 12, 2008, 1:17:16 PM5/12/08
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Not exactly qualified to comment on the game then are you?

Bikini Whacks

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May 12, 2008, 1:27:36 PM5/12/08
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In article <26c698fe-058d-4f95-909b-43f82d2e12f1
@s33g2000pri.googlegroups.com>, nasr...@inbox.com says...
Can you please confirm that you are male. Thank you.

SpammersDie

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May 12, 2008, 3:20:30 PM5/12/08
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"Shawk" <sh...@clara.co.uk.3guesses> wrote in message
news:69adnRu4Rd8_5rXV...@bt.com...

For this particular title, one level is all the sampling data one needs.

Shawk

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May 12, 2008, 6:05:39 PM5/12/08
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Except that the 'first level' ends after Sgt Kelly gives you an order to
find the scientist and you follow the sentry bot to the lift to the
underground. You don't even have a gun at this point, no gates to hell
have been opened and no creatures have come through. Personally I'd
need a little more than that but each to his own...

SpammersDie

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May 12, 2008, 7:49:40 PM5/12/08
to

"Shawk" <sh...@clara.co.uk.3guesses> wrote in message
news:rKCdnYFRjYOnIrXV...@bt.com...

> SpammersDie wrote:
>> "Shawk" <sh...@clara.co.uk.3guesses> wrote in message
>> news:69adnRu4Rd8_5rXV...@bt.com...
>>> Beladi Nasrallah wrote:
>>>> On May 12, 8:46 pm, "DanB" <iridium...@googlemail.com> wrote:
>>>>
>>>>> I also really enjoyed Doom 3 I must admit.
>>>> Cheap scares. And too much of it. Never enjoyed it. Didn't go past the
>>>> first level.
>>>
>>> Not exactly qualified to comment on the game then are you?
>>
>> For this particular title, one level is all the sampling data one needs.
>
>
> Except that the 'first level' ends after Sgt Kelly gives you an order to
> find the scientist and you follow the sentry bot to the lift to the
> underground.

"Cheap scares, too much of it" suggests some combat time.

The first official load screen comes before any blood is spilled but given
that this first section is a prologue of sorts and that you come back
through the "same" area shooting later, I think one can read between the
lines and reasonably interpret "first level" as the time between touchdown
and the transition to Alpha Labs. Conceptual levels and implementation
levels don't necessarily map one to one.


Shawk

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May 12, 2008, 7:59:21 PM5/12/08
to
SpammersDie wrote:
> "Shawk" <sh...@clara.co.uk.3guesses> wrote in message
> news:rKCdnYFRjYOnIrXV...@bt.com...
>> SpammersDie wrote:
>>> "Shawk" <sh...@clara.co.uk.3guesses> wrote in message
>>> news:69adnRu4Rd8_5rXV...@bt.com...
>>>> Beladi Nasrallah wrote:
>>>>> On May 12, 8:46 pm, "DanB" <iridium...@googlemail.com> wrote:
>>>>>
>>>>>> I also really enjoyed Doom 3 I must admit.
>>>>> Cheap scares. And too much of it. Never enjoyed it. Didn't go past the
>>>>> first level.
>>>> Not exactly qualified to comment on the game then are you?
>>> For this particular title, one level is all the sampling data one needs.
>>
>> Except that the 'first level' ends after Sgt Kelly gives you an order to
>> find the scientist and you follow the sentry bot to the lift to the
>> underground.
>
> "Cheap scares, too much of it" suggests some combat time.


With Beladi I wouldn't be surprised if the shadows didn't scare him


> The first official load screen comes before any blood is spilled but given
> that this first section is a prologue of sorts and that you come back
> through the "same" area shooting later, I think one can read between the
> lines and reasonably interpret "first level" as the time between touchdown
> and the transition to Alpha Labs. Conceptual levels and implementation
> levels don't necessarily map one to one.


You're too generous.

meatnub

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May 13, 2008, 4:02:32 PM5/13/08
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I never even played Doom 3. *sigh*

Bow Wow

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May 13, 2008, 5:52:26 PM5/13/08
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On Tue, 13 May 2008 13:02:32 -0700 (PDT), meatnub <mea...@gmail.com>
wrote:

>I never even played Doom 3. *sigh*

Trust me. You didn't miss much.

Ayatollah of rock 'n' roller

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May 13, 2008, 6:01:19 PM5/13/08
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"meatnub" <mea...@gmail.com> wrote in message
news:c10ca7b8-1063-49fd...@59g2000hsb.googlegroups.com...

Alai

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May 13, 2008, 6:15:29 PM5/13/08
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"Bow Wow" <B...@Wow.com> wrote in message
news:eb3k24l9j24mqjg6b...@4ax.com...

Even after playing, I missed much since it was to dark to see anything.


Ayatollah of rock 'n' roller

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May 14, 2008, 2:56:38 AM5/14/08
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"Alai" <ala...@msn.com> wrote in message
news:Q7qdneq9ec-YjrfV...@comcast.com...

I missed the whole thing because I kept falling alseep whilst playing it.

Toby Newman

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May 23, 2008, 9:00:02 AM5/23/08
to
On 2008-05-09, Michael C <war...@warblyet.tyc> wrote:
> "Ped Xing" <ped...@lycos.com> wrote in message
> news:Xns9A98AF87...@140.99.99.130...
>> "Michael C" <war...@warblyet.tyc> wrote in news:68h8kiF2sibl7U1
>> @mid.individual.net:
>>
>>> I found it a bit boring. The weapons lacked any real feeling of impact.
>>
>> Maybe we need force-feedback mice. ;-) Seriously though, I've seen this

>> mentioned a lot of times about weapons having to have the right feel, and
>> impact, and what not. What exactly are people referring to when they say
>> that? Is it the sounds, the damage, rate of fire?
>
> Hard to pinpoint it exactly really - probably a combination of the sound,
> the animation and the enemy reaction to getting hit with it. I found the
> weapons in Half Life 2 to have the same problem, they just felt a bit weedy.

The HL1 weapons were fantastic, though. That laser which you could charge up to
take down helicopters felt very powerful.

The grav gun in HL2 was nothing but weedy when you picked up a breeze block and
hurled it into a crowd.

--
-Toby
Add the word afiduluminag to the subject to circumvent my email filters.

Toby Newman

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May 23, 2008, 9:00:02 AM5/23/08
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On 2008-05-09, Memnoch <mem...@nospampleaseimbritish.ntlworld.com> wrote:

> On Fri, 09 May 2008 00:15:19 GMT, Ped Xing <ped...@lycos.com> wrote:
>
>>"Michael C" <war...@warblyet.tyc> wrote in news:68h8kiF2sibl7U1
>>@mid.individual.net:
>>
>>> I found it a bit boring. The weapons lacked any real feeling of impact.
>>
>>Maybe we need force-feedback mice. ;-) Seriously though, I've seen this
>>mentioned a lot of times about weapons having to have the right feel, and
>>impact, and what not. What exactly are people referring to when they say
>>that? Is it the sounds, the damage, rate of fire?
>
> I've said the same thing myself but never really thought much about it as far
> as breaking it down. I wouldn't say it's anything to do with RoF. I think its
> more to do with your expectations of the weapon in question. If you are
> holding a shotgun for instance and sound effects wise it sounds right and you
> fire it at something point blank range and nothing much happens that dispels
> the illusion. It doesn't "feel right". If it blew off a limb, or knocked them
> down etc. that would more accurately match my expectations of what it should
> do so would feel better. I never played SoF2 but in the original, look at what
> the weapons could do to the enemies. Unlike the indestructible manniquins you
> get in other games, they reacted somewhat realitically to what the weapons
> could do. I've heard tha SoF2 took this to new levels too.

The shotgun in SoF2 is incredibly satisfying for this very reason.

Quiet Desperation

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May 25, 2008, 8:12:14 PM5/25/08
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In article
<0c139e05-a72f-43ef...@8g2000hse.googlegroups.com>,
AirRaid <AirRa...@gmail.com> wrote:

> id Software today announced that it has begun production on Doom 4,

Tentative title: Doom 4 - Out Of The Darkness

:-)

Rich Billionaire

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May 27, 2008, 10:45:57 PM5/27/08
to
On Wed, 7 May 2008 13:03:58 -0700 (PDT), AirRaid
<AirRa...@gmail.com> wrote:

>Doom 4 Announced
>by Nick Breckon May 07, 2008 11:34am CST tags: Doom 4, id Software


>id Software today announced that it has begun production on Doom 4,

OK next time make the game play and level design much much better than
it was in Doom 3. Doom 3 had some brief flashes of brilliance and
overall it had intelligent programming, but it got really monotonous
killing the same demons in the same looking narrow tunnels over and
over throughout almost the whole game. You guys really should put the
same amount of effort into the game play and level design that Bungie
did for Halo or at least try to. Next time test your game with players
and if they say that it's not fun enough or it's too repetitive, go
back and work on it some more until it's as great as it should be!
Also, I would really love to have a lot more gameplay take place on
the surface of Mars. I really loved seeing Mars, but it was far too
little. Also, I really want to see and explore ancient ruins and alien
technology on Mars a lot more. And I would like more of a variety of
monsters to kill. Oh and it would be really cool if you would put
additional soldiers to fight alongside you in Doom4 like they have in
Halo. It kinda sucks fighting all alone in an FPS compared to fighting
together with other characters.

Spalls Hurgenson

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May 28, 2008, 6:59:43 AM5/28/08
to
On Tue, 27 May 2008 19:45:57 -0700, Rich Billionaire
<f...@billionairesclub.com> wrote:

>On Wed, 7 May 2008 13:03:58 -0700 (PDT), AirRaid
><AirRa...@gmail.com> wrote:
>
>>Doom 4 Announced
>>by Nick Breckon May 07, 2008 11:34am CST tags: Doom 4, id Software
>>id Software today announced that it has begun production on Doom 4,
>
>OK next time make the game play and level design much much better than
>it was in Doom 3. Doom 3 had some brief flashes of brilliance and
>overall it had intelligent programming, but it got really monotonous
>killing the same demons in the same looking narrow tunnels over and
>over throughout almost the whole game. You guys really should put the
>same amount of effort into the game play and level design that Bungie
>did for Halo or at least try to.

<blink>

You bust id's chops for repetitive gameplay, and then suggest they
make it more like Halo, a game so rife with reused architecture they
actually had to put arrows on the floor to keep you from getting lost?

"Those lamps are too bright; you should make them more like the sun."


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