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Doom (4)

  • Sprony
  • April 4, 2013 at 10:52 AM
  • FMPONE
    • August 14, 2017 at 11:08 PM
    • #761

    I actually wrote a short article about the Argent tower level, because it was really excellent, not sure if I'll post it. Want to play through the rest of the game to see how it informs the thinking in it. Question: did they have different level designers take ownership of different levels? Feels that way.

    Haven't gotten any further in the game than that, so I'm not sure, but I suspect Argent will be the best level in the game. If it continues to get better that will be awesome.

  • blackdog
    • August 14, 2017 at 11:51 PM
    • #762

    I'm not sure if the Argent was my fave, I really liked some Hell maps.

    Why don't you google drive your doc and post a link? I'd be happy to read and eventually comment if you enable the feature ;)

  • Vilham
    • August 15, 2017 at 11:00 AM
    • #763
    Quote from [HP]

    12 hours ago, [HP] said: Yeap, to the point where I think it might actually be done on purpose. Juxtaposition in pacing is a thing if done well, when something goes from high octane to chill it's a good feeling. (Think village in Uncharted 2 after the train level) but it's really hard to pull off, specially if you do it repeatedly like Doom 4 does.

    In dooms case I dont think that is the intention, good pacing should never drop completely off a cliff every 10 minutes. It only drops off to allow for the exploration for upgrades. If you ignore the upgrades im sure the pacing is great. But the upgrades are a core part of the game.

    Don't get me wrong I love the game, but i wish they had replicated the pacing of Wolfenstein a little more.

  • Radu
    • August 15, 2017 at 12:18 PM
    • #764

    Damn you guys! Now I'm gonna have to play through Doom once I get back home.

  • Sprony
    • August 15, 2017 at 12:27 PM
    • #765

    I'm just really happy that we are still talking about the game :)

  • blackdog
    • August 15, 2017 at 12:31 PM
    • #766
    Quote from Radu

    12 minutes ago, Radu said: Damn you guys! Now I'm gonna have to play through Doom once I get back home.

    #onesitting #nightmaremode #nodeaths #pistolonly

    :D

  • Radu
    • August 15, 2017 at 12:52 PM
    • #767
    Quote from Sprony

    9 minutes ago, Sprony said: I'm just really happy that we are still talking about the game :)

    Biggest disappointment was SnapMap and the lack of modding support. I know it's a difficult thing due to the sheer size of the game files, but I guarantee that a good number of people would have put up with that. I can't help but dislike this aproach that almost all companies are taking to disregard modding.


    Spoiler Where is l4d3?

  • BJA
    • August 15, 2017 at 7:33 PM
    • #768
    Quote from FMPONE

    20 hours ago, FMPONE said: I actually wrote a short article about the Argent tower level, because it was really excellent, not sure if I'll post it. Want to play through the rest of the game to see how it informs the thinking in it. Question: did they have different level designers take ownership of different levels? Feels that way.

    Haven't gotten any further in the game than that, so I'm not sure, but I suspect Argent will be the best level in the game. If it continues to get better that will be awesome.

    I would love to see that article about the Argent Tower level. If you don't want to post it here, you can also send me a pm :) As for your question. Not every level had a dedicated level designer with ownership from start to finish. Often designers/artists would jump around from one level to another to work on it. For the Argent Tower interior, Jon Lane our lead concept artist had a big impact on the layout since he blocked out almost the whole section in Maya. Designers and artist would then use this as a reference.

  • FMPONE
    • August 15, 2017 at 8:46 PM
    • #769
    Quote from BJA

    1 hour ago, BJA said: I would love to see that article about the Argent Tower level. If you don't want to post it here, you can also send me a pm :) As for your question. Not every level had a dedicated level designer with ownership from start to finish. Often designers/artists would jump around from one level to another to work on it. For the Argent Tower interior, Jon Lane our lead concept artist had a big impact on the layout since he blocked out almost the whole section in Maya. Designers and artist would then use this as a reference.

    That's interesting. I guess I really gravitate towards levels that actively involve the level in the process rather than using it as a cheap backdrop, kudos to Lane and the designers for pulling that off. I'll finish the game and then take some photos before publishing the article.

  • text_fish
    • August 18, 2017 at 11:50 AM
    • #770

    Oooh, I found a somewhat game-breaking bug on this level:

    [Blocked Image: http://i.imgur.com/89D1Lfq.jpg]

    I did a finishing move on a monster that was standing on top of a crate and afterwards I spawned inside the crate with no escape! It was quite amusing really, but only because it was very near the beginning of the battle. I'd have been annoyed if it happened a few minutes later.

    Anyway, just thought I'd post about it here incase @BJA wants to flag it up with someone. I imagine a simple fix would be to replace the hollow crate assets with solid ones, would save a few precious poly's too.

  • Sprony
    • August 18, 2017 at 1:10 PM
    • #771

    I really wonder if they are working on a Doom sequel. There's a team working on Quake Champions, MachineGames has taken over Wolfenstein and Doom already received a reboot. I want more Doom, but admittedly, I wouldn't mind a reboot of Rage either. The game had a lot of potential and I would love to see that done justice.

    I wouldn't mind a Quake 2/4 reboot either, start fresh, call it Stroggos and kick ass :)

  • FMPONE
    • August 18, 2017 at 1:24 PM
    • #772

    Finished my article, just need to finish the game and take screenshots. You can rest assured it will be of the highest quality, because I maturely resisted my strong temptation to include a reference to Peter North bukake cum-shots.

    I hope we are all in great suspense.

  • BJA
    • August 18, 2017 at 7:08 PM
    • #773
    Quote from text_fish

    7 hours ago, text_fish said: Oooh, I found a somewhat game-breaking bug on this level:

    [Blocked Image: https://i.imgur.com/89D1Lfq.jpg]

    I did a finishing move on a monster that was standing on top of a crate and afterwards I spawned inside the crate with no escape! It was quite amusing really, but only because it was very near the beginning of the battle. I'd have been annoyed if it happened a few minutes later.

    Anyway, just thought I'd post about it here incase @BJA wants to flag it up with someone. I imagine a simple fix would be to replace the hollow crate assets with solid ones, would save a few precious poly's too.

    Thanks for pointing out that bug but I'm not sure if it'll be fixed.

    Quote from Sprony

    6 hours ago, Sprony said: I really wonder if they are working on a Doom sequel. There's a team working on Quake Champions, MachineGames has taken over Wolfenstein and Doom already received a reboot. I want more Doom, but admittedly, I wouldn't mind a reboot of Rage either. The game had a lot of potential and I would love to see that done justice.

    I wouldn't mind a Quake 2/4 reboot either, start fresh, call it Stroggos and kick ass :)

    So many reboots you want :D

  • Sprony
    • August 18, 2017 at 7:16 PM
    • #774
    Quote from BJA

    6 minutes ago, BJA said: Thanks for pointing out that bug but I'm not sure if it'll be fixed.

    So many reboots you want :D

    Yeah man, I just have a real weak spot for id Software's legacy. I would love to see a Quake 2 made with the tools we have today. Plus, I really think Rage deserves better.

  • BJA
    • August 22, 2017 at 5:40 PM
    • #775

    Some more info about DOOM VFR.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • FMPONE
    • August 24, 2017 at 9:42 AM
    • #776

    Such a well-paced game. Nearing the end I think.

  • text_fish
    • August 24, 2017 at 10:08 AM
    • #777
    Quote from FMPONE

    7 minutes ago, FMPONE said: Such a well-paced game. Nearing the end I think.

    Actually I sort of disagree with the well-paced thing. As you're nearing the end I'll hide my thoughts:

    Spoiler In the second half of the game some of the battles got a bit repetitive. I guess this is partly because by that point I'd got all the weapons and useful upgrades and learned all the non-boss monsters. It got to the point where I could reliably survive the first few waves of a battle then grab whatever power-ups were nearby to easily take out the big guys that inevitably spawn in the last wave or two. The berserk was insanely fun the first time I used it, but after that initial novelty wears off it's just overpowered.

    The repetitiveness reached its crescendo in the level with three near identical battles around the dead wraiths. It would have been so much more rewarding if the final wave of each of these battles had included a living wraith with some sort of unique attack.

    I found the boss fights quite disappointing too. I had been really looking forward to fighting the spider mastermind and cyberdemon, so it was a huge disappointment when they both turned out to be bullet-sponges in a basically flat atrium with 0 level design. I forget what the worm-boss things are called, but they didn't seem very DOOM-y and it was just frustrating when I finally defeated one, only for two to then appear in exactly the same boring arena. I think I understand the design intention for the boss battles which was to make the player focus on the boss's range of abilities, but this relied more on trial and error than intuition, so I think some sort of environment puzzle would have been more rewarding.


    All complaints aside, it's still the best singleplayer fps I've played for years and years.

  • blackdog
    • September 7, 2017 at 7:42 AM
    • #778

    Really agree with @text_fish on the bosses, I think I expressed the concept when I played the game.

    But for the rest I enjoyed the game throughout, I found the fights always quite challenging, despite using the same power-up "trick", I still died a lot... which is OK because I like to find the best way to kill the waves.

    Anyway thanks for the article @FMPONE!

  • FrieChamp
    • September 7, 2017 at 8:52 AM
    • #779
    Quote from BJA

    On 22/08/2017 at 6:40 PM, BJA said: Some more info about DOOM VFR.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    I appreciate that this is not another defeat-the-waves-style VR shooting gallery and I acknowledge that this is a problem that all VR games face BUT I am not buying the teleportation mechanic. At least not after having bounced to hell and back on the PC version. I would be glad to be proven wrong though and find out that this is still very much enjoyable :)

  • BJA
    • September 21, 2017 at 4:48 PM
    • #780

    It was announced a couple of days ago but here's now some video footage. Wolfenstein 2 is also coming to Switch.

    https://www.gamespot.com/articles/watch…=GSS-05-10aaa0b

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

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