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Doom Corner  "for all Doom related discussion"

User is offline   MetHy 

#1891

About new Doom, how's performance for minimum specs requirement? I have a quad core 3,2ghz, 8gb of ram and a GTX660 2gb video card.

This post has been edited by MetHy: 24 May 2016 - 08:40 AM

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#1892

View PostHulkNukem, on 24 May 2016 - 07:51 AM, said:

The singleplayer is worth full price

Maybe but it costs 1/2 of my monthly budget.. :)
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User is offline   Tea Monster 

  • Polymancer

#1893

*cough* Chainsaw *cough*
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User is offline   HulkNukem 

#1894

View PostDukeNukem64, on 24 May 2016 - 08:42 AM, said:

Maybe but it costs 1/2 of my monthly budget.. :)


You don't need to eat
Doom will feed your hunger a lot longer than any food will
:D
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1895

I really need to upgraaaaaade.
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User is offline   ---- 

#1896

I fully admit I fell for DooM's opening premise:

"Doom does something very clever in its opening moments: It doesn’t worry too much with story. The same could be said for its opening gameplay.

Both come across as misleadingly light, to the point of being, perhaps, not very good."

(Taken from Polycount, don't ask for a link, as I am drunk).

Yes, I thought it wasn't very good at the beginning. Now DooM is a keeper from me, although the multiplayer and SnapMap suck worse than my second girrlfriend 22 years ago.

This post has been edited by fuegerstef: 24 May 2016 - 03:51 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1897

I love that critics are hating on this game yet it's not making much of a difference in terms of sales or people's enjoyment.

This post has been edited by MusicallyInspired: 24 May 2016 - 04:37 PM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1898

View PostMusicallyInspired, on 24 May 2016 - 04:37 PM, said:

I love that critics are hating on this game yet it's not making much of a difference in terms of sales or people's enjoyment.


God please stop using that "hating" term. I respect your opinions but you can rise above using such utterly emotional language.

The "hating", as you call it, is mainly due to the multiplayer. Likely they are comparing it to COD which is a heavily multiplayer-oriented game. It's not without merit since DooM is half-famous for its deathmatches and being a staple of LAN parties.

Plus it's 85/100 on Metacritic. I wouldn't call that "hating" exactly. However, Id Software is doing itself no favors if they do not attempt to revamp the multiplayer and modding aspects of the game. Once everyone finishes the singleplayer campaign, there will be virtually no replay value.

This post has been edited by Inspector Lagomorf: 24 May 2016 - 05:10 PM

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#1899

View PostTea Monster, on 22 May 2016 - 02:34 PM, said:

This has got to be one of the most fun, engaging and complete adrenaline rush gaming experiences for years.

The Lady just got done watching me max out almost everything in Outlast, then Dying Light, and now this. She was expressing her (non-really-serious) concern with how violent and gruesome the games I've been playing recently have been and lamented the days she watched me play "Life is Strange".

It's very hard to explain verbally that Doom SP is just *that* fun without the gore... while ripping a leg off and using it to knock their head off.

I do think picking an appropriate difficulty is important. Playing on too easy of a difficulty severely hampers your ability to feel the *game* going on under the presentation.

I'm a jerk... playing on console... silky smooth. I'm honestly exceptionally surprised at every aspect of the game given what little bit I know of the history of development. This is an exception to the rule of protracted troubled development outcomes.
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User is offline   Kathy 

#1900

View PostInspector Lagomorf, on 24 May 2016 - 05:08 PM, said:

Once everyone finishes the singleplayer campaign, there will be virtually no replay value.

Sorry to nitpick, but MP is a play value.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1901

Replay value is usually the term that is used for games with an SP component, whether or not it contains multiplayer.

This post has been edited by Inspector Lagomorf: 24 May 2016 - 06:01 PM

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User is offline   Kathy 

#1902

Why SP wouldn't have a replay value then? Is it not fun to replay?

P.S. Pretty interesting observation.


This post has been edited by Kathy: 24 May 2016 - 06:45 PM

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User is offline   HulkNukem 

#1903

They should really go the Wolfenstein TNO-TOB route and release a standalone, and in this case SINGLEPLAYER FOCUSED ONLY, campaign.
Some of the enemies, like
Spoiler
, didn't make enough appearances, and then
Spoiler
weren't in enough either. And then add in some of the enemies that didnt make it into the game at all. Don't necessarily need new weapons, maybe just different mods, and give out more mod and weapon upgrades earlier on so the combat ramps up immediately.

This post has been edited by HulkNukem: 24 May 2016 - 07:23 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1904

View PostInspector Lagomorf, on 24 May 2016 - 05:08 PM, said:

God please stop using that "hating" term. I respect your opinions but you can rise above using such utterly emotional language.


Not a fan of hyperbole?


Hate.

Hatehatehatehatehatehatehate


Sorry, I'm feeling divisive and rambunctious today.


Quote

The "hating", as you call it, is mainly due to the multiplayer. Likely they are comparing it to COD which is a heavily multiplayer-oriented game. It's not without merit since DooM is half-famous for its deathmatches and being a staple of LAN parties.


And I can't stand it when reviewers judge a game solely based on its multiplayer. I've freaking hated that for the past 10 or 15 years as if multiplayer is the only worthwhile point. I've never bought or played a game for its multiplayer. Ever. And there are plenty more like me out there.

Quote

Plus it's 85/100 on Metacritic. I wouldn't call that "hating" exactly. However, Id Software is doing itself no favors if they do not attempt to revamp the multiplayer and modding aspects of the game. Once everyone finishes the singleplayer campaign, there will be virtually no replay value.


I just can't agree with that. Except for the modding part. SnapMap will be getting old quickly. They need to add further customizations. It's pretty much just the Timesplitters 2 map maker that we got ages ago, except maybe with some more enhanced "scripting" capabilities. But that's going to get old fast if there's nothing interesting or distinctive to look at. Everybody's maps are going to look the same. This whole snapmap thing just seems like an outdated concept. I know it must be a lot of work to put together a consumer-friendly map builder, as opposed to just releasing the developer tools, but I just don't see the appeal. I hope they add to it at the very least.



Hate.
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User is offline   Kathy 

#1905

View PostMusicallyInspired, on 24 May 2016 - 07:57 PM, said:

Not a fan of hyperbole?


Hate.

Hatehatehatehatehatehatehate

You probably don't understand. Nowadays any review less than 9 is considered by some(yet vocal) as bad and "hating" on a game. It started earlier, but when CliffyB said Eurogamer was hating on GoW because of 8/10, it became just ridiculous. At least that's what I thought Lagomorf was trying to tell. Or it's just me interpreting it that way.
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User is offline   Tea Monster 

  • Polymancer

#1906

The single player campaign does have replay value. I for one am going back and playing one or two levels to find all the secrets and twists and turns - before I've even finished the game! I never did that with either of the new Wolf games. Going back and playing the levels a second time does not feel like grinding at all. I'm experiencing pretty much the same amount of breathless enthusiasm at being a bad-ass demon destroyer as the original play-through.

I keep coming back to the word 'flow'. The game just flows. There are few awkward moments where the action stops. The game is focused on you charging through hell smiting demons and just lets you get on with it as if you were Duke Nukem, Caleb and Ash all rolled into one. It's almost an arcade-style experience.
3

User is offline   deuxsonic 

#1907

I've noticed watching videos of playthroughs that with the weapon mods, people seem to use certain weapon mods a lot more than others. Are there weapon mods in the game that you don't use very often or think aren't useful?
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User is offline   ---- 

#1908

View PostMusicallyInspired, on 24 May 2016 - 07:57 PM, said:

I just can't agree with that. Except for the modding part. SnapMap will be getting old quickly. They need to add further customizations. It's pretty much just the Timesplitters 2 map maker that we got ages ago, except maybe with some more enhanced "scripting" capabilities. But that's going to get old fast if there's nothing interesting or distinctive to look at. Everybody's maps are going to look the same. This whole snapmap thing just seems like an outdated concept. I know it must be a lot of work to put together a consumer-friendly map builder, as opposed to just releasing the developer tools, but I just don't see the appeal. I hope they add to it at the very least.


They should at least let us reskin the meshes and models. That worked wonders in a game like TrackMania or Shootmania (where the latter had a real lacking environment, IMHO).
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User is offline   xMobilemux 

#1909

View Postdeuxsonic, on 24 May 2016 - 11:47 PM, said:

Are there weapon mods in the game that you don't use very often or think aren't useful?

I never used the Scope on the Heavy Assault Rifle except for the one time to master the weapons and get the Achievement.
Also never really used the Stun mod for the Plasma gun and barely used the remote detonation for the rocket launcher.
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User is offline   ---- 

#1910

I agree with the remote deotation on the RL and the Stun mod for Plasma.

I used the scope a few times when I approached an arena from above to thin out the demos a bit before going in. And a few times to shoot some on a distance platform in a non-arena section. But it isn't really essential and I wouldn't have noticed if it hadn't been there at all.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1911

The remote detonation for RL is useful if you're trying to hit an enemy with splash damage that's quite hard to hit without auto-aim, such as the Cacodemon.

But yeah, it's nowhere near as useful as the alternate mod which lets you lock in on a target and fire three rockets at once.

View PostKathy, on 24 May 2016 - 08:31 PM, said:

You probably don't understand. Nowadays any review less than 9 is considered by some(yet vocal) as bad and "hating" on a game. It started earlier, but when CliffyB said Eurogamer was hating on GoW because of 8/10, it became just ridiculous. At least that's what I thought Lagomorf was trying to tell. Or it's just me interpreting it that way.


I'd rate the game an 8. It's not because I hate it. It's because I think it's a great product, an above-average product, that still has flaws.

This post has been edited by Inspector Lagomorf: 25 May 2016 - 04:30 AM

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#1912

View PostTea Monster, on 24 May 2016 - 10:54 PM, said:

I keep coming back to the word 'flow'. The game just flows.

Indeed. The SP experience flows so well I'm not sure it was entirely on purpose.

There is an interesting effect in development where the panic development sometimes yields better results than someone trying to force a specific goal. It's a bit similar to how the limitations of modding are often better for creativity and tangibly impressive outcomes than a blank slate open field of possibility.

This post has been edited by Wieder: 25 May 2016 - 10:02 AM

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User is offline   deuxsonic 

#1913

View PostWieder, on 25 May 2016 - 10:02 AM, said:

Indeed. The SP experience flows so well I'm not sure it was entirely on purpose.

There is an interesting effect in development where the panic development sometimes yields better results than someone trying to force a specific goal. It's a bit similar to how the limitations of modding are often better for creativity and tangibly impressive outcomes than a blank slate open field of possibility.


This sounds similar to 'art from adversity', where people who are very emotionally invested in something arguing over how it should be can result in something better than if everyone just goes along with it.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1914

I've found that I've been far more musically creative within the limitations I used to have with free software and samples than what I have now which is basically almost anything I can dream up. It's like the race is over. I don't need to try anymore.
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User is offline   leilei 

#1915

I'm the same way with .mod transcriptions though i'm still not very musically creative, but I did love to recreate sound within the slowest tempo/least channels possible in .mod while aiming for 100kb or less of a filesize, by ear, kind of as a big F-U to the more bloated off-sounding recreations on S3M/IT/XMs


Modeling within a strict polygon/texture budget can be a fun time also, though i'm so sick of the "triangles are stupid! only use quads and ngons ever! up the subsurf/turbosmooth!! use zbrush" generation missing the point, telling how wrong i am and wasting my time

This post has been edited by leilei: 25 May 2016 - 06:20 PM

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User is offline   Bloodshot 

#1916

Snapmap's limits suck but there is a certain charm in getting things working the way you want.

Posted Image

Posted Image

Posted Image

Posted Image

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Posted Image


It reminds me of when i was younger making quake 1 maps, i remember specifically i wanted a wall to blow up but there was no exploding walls in vanilla quake, so i made it a shootable door that moves instantly, triggers a spike shooter in a hidden room that shoots at an explosive box underneath the door to make the explosion and sound. It's certainly less than perfect, the limitations are bullshit and thanks to consoles and need to be removed, and it could use more themes, but yet i'm enjoying making maps/gamemodes with it much more than i expected
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User is offline   Kathy 

#1917

Sure, limitations are good for creativity, but the problem with SnapMap is that these limitations are artificial and severely lacking(I assume) compared to classic doom modding.

This post has been edited by Kathy: 25 May 2016 - 09:03 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1918

Yeah, I think SnapMap may be TOO limited.
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User is offline   Player Lin 

#1919

For some reasons, the checkpoint system just the reason I nearly lost all my motions to play DooM 4(and I didn't complete the game yet, only on the level after arrived Hell...)
The SP game just great for sure, and I know that checkpoint system is OK, but I still would like save my damn progress whenever I like, even the developers try to tweak that to more fair, and I still want the freedom of manual saving...maybe I should try to fix it myself more hardly but it seems it's getting harder and harder like I'm getting old... :D


Snapmap looks OK, but I hope id guys can make less limitation on it...I see potential, but right now just not enough.

About the MP, aside from the "Halo/Quake-feel", I would like see if I can join a match when it started and don't needed to wait when try to join a game...I don't have any patients on that kind of "wait-to-play" things, I guess... :)

This post has been edited by Player Lin: 26 May 2016 - 04:56 AM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1920

God damn it, why is this game so sporadic? I'm hearing people run this game on 750 Ti's at high settings with ~60 FPS steady. Here I am struggling to HOLD that framerate with a GTX 960 on MEDIUM settings.

That does it. I'm selling my card and getting a 970. With 4GB of VRAM. Stupid Id Software...

This post has been edited by Inspector Lagomorf: 27 May 2016 - 05:03 AM

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